The Fate Horror Toolkit
Something lurks in the shadows…
Maybe it’s a masked killer, or a creature from the unknown depths, or a psychotic porcelain doll. Or maybe it’s just a cat, and the threat stands right behind you!
The Fate Horror Toolkit offers a variety of tools, mechanics, and hacks to help you develop thematic horror in your game. Explore what horror is and how to employ it effectively at your table. Learn how to develop horrific elements in Fate—a game system designed around competent, proactive characters not usually seen in horror. Pick from a variety of mechanics to easily design your own game about the things that go bump in the night.
The Fate Horror Toolkit is a Fate Core supplement. This Toolkit includes:
- Extensive tools to make scary and effective horror adversaries and running Fate games where doom is inevitable
- Modified and thematic compels designed to help up the suspense and visceral horror elements in your games
- A variety of new aspect types such as legacy and intensity aspects to help develop thematic horror elements and define boundaries
- A campaign framework for running horror stories based on teamwork—particularly good for younger audiences.
Fate Toolkits. All the tools to build your stage.
You can buy the Horror Toolkit at the Evil Hat webstore in print and/or PDF form, or from DrivethruRPG. Don’t forget that if you buy the hard copy from a friendly local gaming store, you can get the PDF for free with the Bits & Mortar scheme!
I was proud to be the creative director on this project, which I worked on with a fantastic team. The end result came out really well, I think, and I’m looking forward to seeing what everyone thinks of it!
Goblins Ride Out!
Goblins are the unsung heroes of the fantasy world.
Well. Not heroes, exactly. They’re more the unsung villains of the fantasy world.
Goblins a re everywhere and fill a vital niche in fantasy stories, even if they’re in disguise as imps, kobolds, minions, or mooks. They’re weak and snivelling
cannon fodder that only exist to give the heroes something to kill between boss fights, designed to die quickly and messily to make the heroes look good.
They’re snivelling, cowardly, filthy little monsters with sharp teeth, terrible habits, and few redeeming qualities. And this is their book.
Inside, we’ll give you a set of rules for playing goblins in Fate Core and a fun, twisted little story where a pack of vicious goblins finally get to stick it to a party of do-gooding adventurers. There are rules for character creation, goblin skills,
and goblin stunts, but if you’re short on time this book also comes with a full set
of six pre-made goblin characters you can pick up and play straight away.
With half an hour to prepare and the ready-to-use characters, you’ll have
everything you need to run a whole evening of play for you and your friends…
but you’ll need to already be familiar with the main rules of Fate Core to play.
Dresden Files Accelerated
PARKOUR! Leap right into the Dresdenverse!
Welcome to Dresden Files Accelerated, a pared-down, pick up and play RPG set in the world of Jim Butcher’s NYT bestselling Dresden Files series. Take a jaunt through the Nevernever, stand up to the Black Court, and sit down for a pint at Mac’s. This book contains all you need to make it happen.
In this book, Ivy—a.k.a. the Archive—will walk you through everything you need to know to get your game running, including:
- An introduction to the major supernatural players in the Dresdenverse and the places you might meet them.
- A new mantle system that speeds up character creation and gets you into the game fast.
- Faction-based campaign creation that creates immediate drama and action for your group.
- A scale system to support interacting with and playing at various power levels.
- Easy-to-learn Fate Accelerated style gameplay, with a few clever Dresdenverse tweaks.
As a huge Dresden Files fan, I’m proud to have helped write this book. I was responsible for updating the core Fate Accelerated systems to fit with Ivy’s voice and to clarify them with the hindsight granted to me from years of conversation about how exactly various rules are intended to work.
The Red Land (Blue Rose)
During the Shadow Wars, a group of desperate refugees fled from their kingdom’s growing corruption through a Shadowgate. Instead of delivering them to a distant part of Aldea, the gate opened up in a foreign and inhospitable place of rock, sand, and unremitting, glaring red sunlight. They used the scant technologies they fled with to establish a place where they could live, if not thrive, and have been eking out a harsh and difficult life ever since. The exigencies of their situation throughout the hundreds of years that have passed since the Shadow War have caused them to become ruthlessly efficient and utilitarian. The weak must be purged, the strong must reproduce, and all must obey the current Matriarch.
The Matriarch acts through her Elites, paragons of mental and physical fitness who are trained in the use of the technologies required to maintain and create life despite the harshness of The Red Land. Beneath them all citizens are equal, and any who cannot contribute to society is expected to end their own life or accept that it will be ended for them. The young are raised communally and sentimental family attachments are forbidden. Life here is a matter of cold, hard calculus and emotion is a confounding factor that leads to irrational, suboptimal decisions.
The return of the Shadowgate is dreaded and hoped for in equal measure. The Matriarch and her advisers know that if they can call it to return it is the key to their escape to the Promised Land… but they also know that the Shadowgate could open one day and spew forth a tide of darkness and corruption that will destroy them all. And if the gate should appear and apparently friendly folk step forth, the Matriarch will likely cast them in the role of villain. She is not eager to relinquish her power, for it is better to rule in Hell than to serve in Heaven.
Interface Zero: Fate Edition
Full Metal Cyberpunk action, now for the Fate game system!
You’re hanging from the summit of a mile-high skyscraper, your cybernetic claws holding you in place while gunfire shatters the windows around you and a computer virus burns its way through your brain. When your network link to the rest of your team goes offline, you’re sure of one thing:
You should have charged the client double for this mission.
Interface Zero: Fate Edition has all the rules you need for cyberpunk action and adventure in the megacities and wastelands of the 2090’s. Inside this book you’ll find hackers, drone pilots, cyborgs, androids, cybermonks, human/animal hybrids, psychics, cybernetic implants, guns, armor, vehicles, agile powered armor and massive war robots. Pre-built aspects, occupations, and archetypes jump-start your game, and a flexible wealth system lets you get rich or die trying. Whether you’re a sprawl-crawling scavenger or an elite hyperchrome soldier, your tools and tech are all here in Interface Zero.
Knights of Invasion
Your kingdom is on the brink of war. A tournament has been arranged to celebrate your monarch’s birthday, and envoys from the enemy kingdom will be attending the festivities. As if the situation isn’t stressful enough, strange lights are seen in the sky, and a terrifying alien invasion begins.
Gather your fellow knights to battle with little green men and fire trebuchets on acid-filled insect creatures. Can the rival kingdoms put aside their problems and work together, or will one side use the chaos of the situation to their own advantage? Find out in this Fate World of Adventure by Richard Bellingham.
Knights of Invasion uses Fate Core to play. This 54-page supplement includes:
- A unique mix of epic fantasy and science fiction elements.
- Options for mini-campaign, one-shot convention, and campaign play, each customized for repeat play.
- A toolkit for using knights in Fate, including system elements for retainers, knightly codes, armor and weaponry, and more.
- Rules for siege engines and tournament battles.
- A simple alien creation system with enough choices to fuel multiple alien races without repeating attributes.
Knights of Invasion.
Follow the code.
Protect your liege.
The Secrets of Cats
Cats are magical; cats understand sacrifice and the power of names. A decapitated mouse left on the doorstep or pillow is a powerful ward, and a spell wailed by the cat chorus confers even greater protection. When evil is on the rise and the safety of the neighbourhood is at stake the Parliament of Cats is there to stand firm against the darkness.
Take Silver Ford, for example, a sleepy tourist town near a played-out old silver mine. When kids messing around in the mine accidentally rouse an ancient evil on All Hallows’ Eve, the secret and magical cats of the neighbourhood are the only thing protecting their special people from the things that go bump in the night.
This 50 page Fate Core adventure provides everything you need to play from character generation to plot and setting ideas, including a new feline magic system based on true names and sacrifices made to protect your human Burdens.
The Secrets of Cats. Sharpen your claws and prepare to defend your territory!
The Secrets of Cats: Animals & Threats
THE WORLD OF CATS IS A DANGEROUS PLACE
Foxes, ravens, rabbits and snails are among the many sapient animals with whom cats share their world. These creatures have their own agendas and their own magical abilities, and whether they’re friend or foe they have a habit of making things much more complicated for the Parliaments of Cats.
As difficult as these animals make things, there are far more dangerous threats out there for cats to deal with. Zombies, vampires, infernally invested humans, and other monsters lurk in every corner waiting for cats to drop their guard.
But there’s no monster worse than a cat gone bad…
This book is a companion volume to The Secrets of Cats, a World of Adventure for Fate Core System.
Inside you’ll find descriptions and rules for a whole bunch of new sapient animals to play or use in your games, and for new monsters you can use to threaten your players’ Burdens.
So sharpen your claws and prepare to defend your territory from a whole new bunch of animals and Threats!
The Secrets of Cats: Feline Magic
We’ve told you that cats are magical, but we’ve barely begun to show you their true potential.
In this book we describe two entirely new schools of magic, Alchemy and Illusion, and describe the powerful effects that cats can create by combining effects from two of the six schools of magic. We also reveal the minor magical knacks that are nearly as individual as each cat, and give you a bunch of new exclusive stunts for the original four schools of magic.
Finally, we delve deeper into the mysteries of forbidden magic with some new horribly powerful magic tricks, each of which necessitates the sacrifice of a sapient being.
Uprising: Revolutionary Messages
Originally supplied as stretch goals for the Uprising RPG by Evil hat, I wrote the following segments in this book:
The Second Fall and Other Stories: Two new story arcs and new missions for your campaign, ambitious plans for sabotage, and corporate control over the food supply in Paris Nouveau.
Paris Nouveau Corporate Catalog: See how the 1% lives in Paris Nouveau, and sell yourself into further debt to afford these luxuries. You wouldn’t steal them, would you, Citoyen? Contains new products and gear as well as a few choice contacts living amongst the beautiful people.
Invisible Hands: Uncover illicit gear and shady contacts as you enter the black market of Paris Nouveau. There’s plenty to be had here for a price, and the privacy the black market affords comes at a premium.
Beyond the Walls: Leave Paris Nouveau behind and fight an entirely different kind of oppression in Neese, an alternative city for your campaign. Join the members of La Légion Humaniste as you rise up against the Esthetik Church’s tyrrany. Includes new playbooks and new advancement paths.
This one is also included, and was written by Sophie Lagacé:
Safehouses and Hotspots: Four new locations to explore in Paris Nouveau, including places of refuge, contacts, and missions.
Baby Bestiary Volume 1 (Contributor)
In a world of myth and magic, great heroes vanquish terrible monsters and earn a place in legend. But what about the babies left behind? This book is the first exploration of a new kind of adventure, the raising of young monsters to become loyal companions, beloved friends or fearsome guardians. If you are looking for something novel to spice up a fantasy roleplaying campaign, or simply want to see a different side to the creatures of fantasy art, the Baby Bestiary Book has all the monstrous cuteness you could want.
(I contributed the descriptions of the Manticore Cub and the Phoenix Hatchling to this book)
Baby Bestiary Volume 2 (Contributor)
I was also very happy to contribute the Hydra and the Pegasus to the second volume of the Baby Bestiary.
The Fate Codex (Contributor)
I have an article in Volume 2, Issue 6 of the Fate Codex on the subject of sustaining dread in Fate Core. This is a companion to Fred HIcks’s piece The Horror Paradox in the Fate System Toolkit and gives some extra tips and tricks for helping players to get into the right mood to be scared and to reinforce horror themes through the mechanics of Fate.
I also have an article in Volume 3, Issue 2 on the “Art of Awesome Creations”.