#TTRPG – Vigilantes for Shadowdark RELEASED!

The OG GM Presents…

Shadowdark Vigilantes is the 2025 spiritual successor to the Wretched Vigilantes campaign setting I created in 2023.

In this game, you will be thrust into a gritty and dark version of Fresno, now infamously known as Crime City!

Within this setting, the players will assume the role of antiheroes, vigilantes and retired characters from the golden age who are thrust into action to defend their city from the Crime Lords.

The Crime Lords were once a squad of heroes known as Vanguard who became corrupted and now terrorise the very city they once protected.

In this Shadowdark world, the player characters will embark on a journey of redemption and self-discovery. They must confront their personal struggles and overcome the terrible secrets of their past to save the city from itself.

GET IT HERE!

#TTRPG Tabletopless: EroTech Gazetteer 06 RELEASED!

You can buy it HERE.

A gazetteer containing information and additional material around the Tabletopless EroTech adult gameworld and campaign.

Legally distinct squid-headed monsters, the new allies of the Yegis.
Simply Defined Yegis forces.
Gelatinous Icosohedrons
The Dancers – The Moons of Kanotag
Ferrinvida the Island of the Tomb Legions
Olueva – Graveyard of Dwarves
Ishtaret – Island of Swamp Roses
Orcish Pirates
A Lich Lord

#TTRPG – RaC & Ruin 2 – House Rules & Goblins

GET IT HERE

R&R is a set of supplementary material and options for ‘Old School’ games, with a bunch of innovations and choices to make it more fun and playable for more modern players. Inspiration is taken from the Rules Cyclopaedia, Old School Essentials and Lamentations of the Flame Princess amongst others as well as from the comic strip Feral & Foe from 2000AD.

In R&R you play monsters, and those monsters are all defined by ‘Race as Class’ or R&R (clever, eh?) In Palladium terms that makes them RCCs, or ‘Racial Character Classes’. I’ve done this precisely because I hate ‘Race as Class’ and I want to challenge myself as a designer to make them more fun. I also hate the de-emphasis on race (more properly species) in modern iterations of RPGs, and so have made this as a kneejerk reaction to killjoys who seem to think a gnome shouldn’t be statistically distinct from an ogre (and by extension, I suppose a mouse shouldn’t have different statistics to a mammoth).

These are the rules options and changes I suggest for playing R&R, along with rules for playing kobolds and some supplementary odds and sods with some updates to the lore.

GET IT HERE

#TTRPG RaC & Ruin – House Rules & Goblins for the OSR RELEASED!

GET IT HERE

R&R is a set of supplementary material and options for ‘Old School’ games, with a bunch of innovations and choices to make it more fun and playable for more modern players. Inspiration is taken from the Rules Cyclopaedia, Old School Essentials and Lamentations of the Flame Princess amongst others as well as from the comic strip Feral & Foe from 2000AD.

In R&R you play monsters, and those monsters are all defined by ‘Race as Class’ or R&R (clever,
eh?) In Palladium terms that makes them RCCs, or ‘Racial Character Classes’. I’ve done this precisely because I hate ‘Race as Class’ and I want to challenge myself as a designer to make
them more fun. I also hate the de-emphasis on race (more properly species) in modern iterations of RPGs, and so have made this as a kneejerk reaction to killjoys who seem to think a gnome shouldn’t be statistically distinct from an ogre (and by extension, I suppose a mouse shouldn’t have different statistics to a mammoth).

This is just the rules options and changes I suggest for playing R&R. The actual racial classes
(other than goblins) I’m going to nickel-and-dime you with, possibly collecting them all into one big tome at the end of the exercise with properly commissioned art.

Right now I have to pay for a bunch of repairs on my house, so you’ll have to forgive me for
cutting corners here and there. A goblin’s got to make a dishonest buck after all.

#TTRPG – A Fistful of Goblins by the OG GM

Well, howdy pardner, this here is the wildest tabletop role-playing game in the wilderness because It is the Wild West, but with Goblins!

Features the complete history of the Weird West and the Pog wars. Plus, rules for Weird Science, Goblin magic, chases, homesteading, cryptids, and gunfights at high noon.
It’s time to Ride off into the sunset with A Fistful of Goblins.

Approved for use with Project Black Flag

GET IT HERE

Notes from a Small Fallout Game Pt II

Hybridised rules taken from the Wanderer’s Guide, combined with Devil’s Run.

Corvega Coupe
Speed: 3/75mph Scale: 2 PDR: 3 EDR: 3 Cover: 2D EP: 1 Impact: 6D Passengers: 2 Structure: 22
Qualities: Cargo 50, Exposed, High Performance.

Steam Truck
Speed: 1 Scale: 3 PDR: 2 EDR: 2 Cover: 3 EP: 1 Impact: 7D Passengers: 6 Structure: 36
Qualities: Cargo 200, Exposed, Rugged.

Highwayman
Speed: 3 Scale: 2 PDR: 3 EDR: 4 Cover: 2 EP: 1 Impact: 5 Passengers: 5 Structure: 34
Qualities: Cargo 120, Exposed, Heavy Construction, Turbo-Charged, Expanded Trunk, Grav Plates (Lightweight without penalty), Analogue Construction (+1 EDR).

Brotherhood of Steel Full-Track APC
Speed: 1 Scale: 3 PDR: 6 EDR: 6 Cover: Enclosed EP: 1 Impact: 8 Passengers: 6, Structure: 44
Qualities: Cargo 500, Exposed, Rugged, Heavy Construction, Armoured, Haulage, Tracked.

Raider Warbuggy
Speed: 2 Scale: 1 PDR: 2 EDR: 2 Cover: 1 EP: 0 Impact: 5 Passengers: 3, Structure: 12
Qualities: Cargo 50, Rugged, Wheeled, Exposed, Battering Ram 1.

Brotherhood of Steel Hummer
Speed: 2 Scale: 2 PDR: 8 EDR: 8 Cover: Enclosed EP: 2 Impact: 8 Passengers: 3, Structure: 39
Qualities: Cargo 200, Enclosed, Heavy Construction, Passenger Protection (+2 Cover), Turbo-Charged.

Brotherhood of Steel Scout Car
Speed: 1 Scale: 1 PDR: 3 EDR: 3 Cover: 2 EP: 0 Impact: 4 Passengers: 3 Structure: 14
Qualities: Enclosed, Ground, Rugged, Wheeled, Armoured +1, Off-Road, Turbo-Charged.

Winnebago
Speed: 2 Scale: 3 PDR: 4 EDR: 3 Cover: 3 EP: 2 Impact: 8 Passengers: 12 Structure: 40
Qualities: Cargo 410, Exposed, Environmental Conditioning, Kit Locker, Large Weapon Locker, 7 beds, Shower, Dining Area, Kitchen Area, Toilet.

Corvega Atomic V8
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 5 Passengers: 5 Structure: 28
Qualities: Cargo 100, Exposed, Environmental Conditioning, High Performance, (Two door version has +1 Cover, bubble-top version has +1 EP)

Paddle Steamer (Duchess Gambit)
Speed: 1 Scale: 4 PDR: 3 EDR: 2 Cover: 3 EP: 1 Impact: 8 Passengers: 21 Structure: 80
Qualities: Cargo 400, Exposed, Workstation, Cabin with bath/cooking area.

Corvega Sedan
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 5 Passengers: 5 Structure: 34
Qualities: Cargo 100, Exposed, Environmental Conditioning, Heavy Construction, Cumbersome.

Fusion Flea/Zip
Speed: 2 Scale: 1 PDR: 2 EDR: 2 Cover: EP: 2 Impact: 4 Passengers: 1, Structure: 7
Qualities: Cargo 35, Enclosed, Single Seater, Environmental Conditioning, (The military version has +1 Armour with the weight offset by a turbo).

Chryslus Cherry Bomb
Speed: 7 Scale: 2 PDR: 2 EDR: 2 Cover: 2 EP: 2 Impact: 6 Passengers: 1 Structure: 22
Qualities: Cargo 60, Enclosed, High Performance, Environmental Conditioning, Reduced Weight, Kit Locker, Turbo-charged x3.

Station Wagon
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 8 Passengers: 6 Structure: 39
Qualities: Enclosed (bubble), Ground, Rugged, Wheeled, Environmental Conditioning.

Notes from a small Fallout RPG game Pt.I

Mozzies (Gigaculex pipiens molestus)

Mutated mosquitoes descended from the mosquitos of the London Underground. During and after the Great War many people took shelter in the London Underground and were easy prey. Their irradiated blood and – later on – drifting spread of the FEV, caused these insects to mutate.

Mozzies no longer have eyes, but their antennae have evolved into combination hearing/sense organs like huge feathers, which allows them to hunt in total darkness. They still infest many tunnels, wherever undisturbed water can be found, and now range all over the UK, nesting in underground spaces and emerging at night to feed.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 5, Mind 6
Melee 1, Guns -, Other 2
HP 8, Initiative 12, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR Immune

Attacks
Proboscis: Body + Melee TN 6, 5d Physical Damage

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation. Feeding on irradiated blood (such as successfully hitting a ghoul with their proboscis) restores 1 hp.

Butchery: End +Survival difficulty 0 to yield 1 portion of meat and 1 uncommon material.

Bluebarrels (Gigantocalliphora Vomitoria)

Giant, irridescent bluebottle flies. The adults are vegetarian, with a preference for anything sweet, but the maggots are voracious eaters of carrion. The adults will attack and kill living prey with their acidic vomit, in order to create more corpses in which they can lay their eggs. Bluebarrels are a particular concern to those raising livestock, as they can and will kill a whole herd and lay hundreds of eggs.

Level 2, Mutated Insect, Normal Creature (17xp)
Body 4, Mind 5
Melee 1, Guns -, Other 2
HP 5, Initiative 10, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Poison Vomit: Body + Melee (TN5) 3d radioactive piercing damage.

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to get 1 portion of meat and 1 uncommon material.

Aurochs (B. Taurus Ardens)

A mutated cow with large, downswept horns which it uses to dig for roots and other organic detritus. The Auroch is huge, muscular, but covered in warts and sores that mean relatively little skin is usable as leather, and the top section of muscle is relatively inedible.

Level 4, Mutated Mammal, Normal Creature (31xp)
Body 10, Mind 4
Melee 2, Guns -, Other 2
HP 14, Initiative 9, Defence 1
Phys DR 2 (all), Energy DR 0 (All), Rad DR (Immune), Poison DR 0

Attacks
Gore: Body+Melee (TN12) 5d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 2 portions of meat and 2 uncommon material.

Chuggy Pigs (Armadillidium Gigantomutatus)

A giant, mutated woodlouse found across the post-atomic British Isles. These creatures can be found in somewhat large numbers, feeding on rotten wood and vegetation, usually close to bodies of water. Chuggy Pigs have regressed to being somewhat amphibious and will immerse themselves to soak up large quantities of water to carry with them. They lay eggs but carry them with them under their bodies. Compared to their smaller cousins, Chuggy Pigs are quite territorial and, lacking natural predators, haven’t learned to be wary of men either.

Level 7, Mutated Isopod, Normal Creature (45xp)
Body 8, Mind 4
Melee3, Guns -, Other 3
HP 15, Initiative 11, Defence 1
Phys DR 5 (3 underside), Energy DR 2, Rad DR (Immune), Poison DR 4 (3 underside)

Attacks
Grinding Jaws: Body+Melee TN 10, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Amphibious: The chuggy pig can submerge itself in water for a number of rounds equal to its body before coming up for air. It takes no penalty for moving or attacking underwater but can only scuttle along the bottom.
Butchery: End+Survival difficulty 0 to gain 1d portions of meat, 1 uncommon material and one ration of (horrible) but drinkable water. There is a 5% chance that the chuggy pig is carrying 1d6 portions of eggs.

Molmon (Talpa Britannicus Gigantomonstro)

A gigantic, mutated mole, swollen to the size of a medium-sized dog. The molmon is an accomplished hunter, living singly, in pairs, or in small family groups. They drag the bodies of the wounded or dead down below ground and store them in stone-lined chambers to feast upon later. When hungry, or rabid, they are known to attack stronger prey, but otherwise only usually attack weakened or helpless prey.

Level 2, Mutated Mammal, Normal Creature (17xp)Body 4, Mind 5
Melee 3, Guns -, Other 1
HP 6, Initiative 10, Defence 1
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body+Melee (TN 7) 4 piercing physical damage.

Special Abilities
Burrow: As a major action the molmon can burrow underground to get away and prepare its next attack.On its next turn it can use its minor action to emerge from underground anywhere within medium range and it can spend 1AP to add an extra 1d to its bite attack after it emerges.
Keen Senses: The molmon can attempt to detect creatures or objects that are normally impossible to sense, and they reduce the difficulty of all PER tests by 1 – to a minimum of zero. This includes creatures above ground while the molmon is burrowing.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat and 1 common material.

Goldfish (Lepisma Saccharina Grandefulgens)

A mutant version of the silverfish, the ‘goldfish’ (a play on silverfish, but better) competes with chuggy pigs for sources of rotting vegetation and wood. The goldfish is better suited to decaying buildings than chuggy pigs are, and has a particular fondness for the taste of rubber, plastic and solvents. Goldfish also don’t need as much water as chuggy pigs, allowing them to range further away from water. The goldfish’s scales are built up with toxic metals and materials from the things they digest, making them a good source of radioactive materials and toxins. Endless opportunists, goldfish will attack people if it seems safe to do so, or if they are disturbed. They can be easily learned with sugar, honey or anything else sweet.

Level 1, Mutated Insect, Normal Creature (10xp)
Body 6, Mind 3
Melee 1, Guns -, Other 2
HP 7, Init 8, Defence 2
Phys DR 0, Energy DR 2, Rad DR Immune, Poison DR Immune.

Attacks
Bite: Body+Melee (TN 7) 1d Radioactive Physical Damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Reflective: When hit with an energy weapon, roll a single combat dice. Reduce the damage taken by that amount and deal it to the attacker.

Butchery: End+Survival difficulty 0 to get 1 portion of meat OR 1 portion of rare material (radioactive material). Roll a combat die to determine, rolling a vault boy (5-6) means you get the rare material, otherwise it’s the meat.

Wyvernfly (Sympetrum Striolatum Magniradiatus)

A giant, mutated version of the common darter dragonfly, the Wyvernfly carries a faint glow, like a firefly, which seems to partially fuel its metabolism, supplementing the food it gets from devouring prey. Wyvernflies have adapted to the drier, colder environment, surviving in swamps and bogs as well as in bodies of water. Their nymphs are even more aggressive, though they do not leave the swamps and waters where their eggs are laid. Wyvernflies devour most of their prey and carry pieces of what remains back to their egg swamps and ponds to help feed their young.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 7, Mind 4
Melee 4, Guns -, Other 1
HP 10, Initiative 10, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 11, 3d piercing physical damage.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Wyvernfly Nymph

Body 8, Mind 3
Melee 4, Guns -, Other 1
HP 11, Initiative 9, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 12, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Aquatic/Amphibious: The nymph can swim and submerge itself indefinitely without needing air. It suffers no difficulty increase for attacks or movement underwater. It can also exist out of water for protracted periods without harm.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Dagfad (Ovis Aries Armifera)

Named after a mixture of ‘dafad’ (Welsh for sheep) and ‘dag’ (meaning shit-contaminated fleece), the dagfad are some of the most common mutant animals being raised and herded in the new world. Their fleece absorbs metals and toxins from the plants they graze, depositing them in a thick dirty fleece that wards off energy, including radiation.

Level 4, mammal, normal Creature (XP 24)
Body 5, Mind 5
Melee 3, Guns -, Other 2
HP 9, Initiative 9, Defense 1
Physical DR 1, Energy DR 2, Radiation DR Immune, Poison DR 0

Attacks
Ram: BODY + Melee (TN 8) 3d Physical damage, Stun.

Special Abilities
Note: Males have large, tangled horns that do 6d physical stun damage and only males can charge.
Charge: If the dagfad has moved at least one zone to get into reach of its target, it may re-roll 2d on its damage roll and anyone hit must make STR+athletics test difficulty 1 or fall prone.
Immune to radiation: The Bighorner reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.

Butchery: END + Survival difficulty 0. This yields 2d meat and one uncommon component. The fleece can be used to make/knit radiation protective armour with a DR of 1 against energy and 2 against radiation weapons.

Marshal

A heavily modified British Robotics Corporation JACK, MkII. Marshal looks after a car repair and body-shop garage, as well as a sales room. He has scavenged virtually ever car or other land vehicle within range and has stocked all the parts in his small warehouse. Now he has begun harvesting people, animals and other robots for parts as well, and to try and build cars and motorbikes out of flesh, without much success. He is an extremely aggressive salesman, and the garage used to primarily sell atomic-powered American cars.

Body 5, Mind 5
Melee 3, Guns 1, Other 2
HP 8, Init 10, Defence 1
Phys DR 4, Energy 3, Rad Immune

Attacks
Power Fist: Body+Melee TN 8, 4d damage.
Rivet Gun: Body+Guns TN 6, 5D, Piercing physical damage, Inaccurate, unreliable.

Special Abilities
Cowboy Hat: Marshal wears an oversized cowboy hat of genuine American leather, the same kind used to upholster the comet. He can re-roll a single die on a Body roll once per scene when called upon to show grit, sand, or whatever the yanks use to mean ‘Endurance’. If looted it only fits very big and tall characters, but lets them re-roll a single die once per scene when rolling Endurance.
Robot: Marshal is immune to starvation, thirst, doesn’t need air to breathe and cannot be harmed by radiation or poison. He is capable of self-repair, with a TN of 7.
Immune to Poison, Radiation and Disease: Marshal takes zero damage from any of these and suffers no ill effects.
Wait Right There, Pardner: An AP can be spent for Marshal to make a normal attack with his rivet gun. If successful he shoots the target in the foot, bolting them to the ground in place. Such a victim drops their defence by 1 and cannot move until they free their foot, which costs 1 HP per attempt, and requires 2 successes on a Strength+Athletics roll. Otherwise you can be slowly and carefully freed over the course of a few minutes without taking extra damage.

We Were Munchkins RELEASED!

GET IT HERE

25 years ago, James ‘Grim’ Desborough and Steve Mortimer wrote The Munchkin’s Guide to Powergaming. Little did they know this would start an incredibly profitable chain of events for Steve Jackson Games.

Being young, stupid, and needing the money, the contract wasn’t exactly the best. In the intervening years, SJG has made millions of dollars from spin-off products while Grim and Steve have made a few hundred.

It’s rare to help create a hit in this industry and rarer still to profit from it!

Having consulted with their audience, the authors have concluded that we might as well make it possible for anyone with a pricked conscience to donate a modest amount if they enjoyed The Munchkin’s Guide to Powergaming or its many spin-offs.

This is mostly what this is, but it’ll also be a living document, updated with reminiscences from the writing of the original book and insights into aspects of it, such as The Cyberpunk Shopping Trip, Lard Sandwiches, and The Gun is Your Skill List.

My Discord Account is Boned

New Discord account:
Nick: Grimachud
Channel: https://discord.gg/JUKWsU6tnW

Gorean Adventures: Moon Dance RELEASED!

ADULT PRODUCT

In this adventure our party is swept out to the far Tahari where strange rumours recall events from decades ago. Stealth, cunning and diplomacy will be needed to negotiate the harsh desert and to put an end to this threat to the counter-earth!

An adventure for Tales of Gor.

PDF Available HERE.

PoD Available HERE.

Also available at all good PDF outlets.