New Release: d66 Toolkit: Pioneering Space Adventures.

Pioneering Space Adventures is a toolkit of grounded, near-future mission hooks for hard science-fiction play. No aliens. No hyperspace. Just people, machines, politics, and pressure. From EVA failures and orbital salvage to diplomatic brinkmanship and the price of air itself, these scenarios focus on tension, humanity, and the realities of living in space. Perfect for Pioneer, Traveller, Kick Murder, Orbital, Airtight, Coriolis, Whole New World or any game where the void is real and survival isn’t guaranteed.

Inside you’ll find scenarios involving:

  • EVA repairs under catastrophic time pressure
  • Lunar survival and rescue missions
  • Space politics, sovereignty disputes, and corporate pressure
  • Food, water, oxygen, and the cost of staying alive
  • International cooperation that can inspire or quietly break trust
  • Strange things glimpsed across the Jovian horizon… that can’t be explained

This supplement emphasizes human drama, technological challenge, and moral tension. Every mission can be run as a one-shot, linked into arcs, or slotted into ongoing campaigns.

https://www.drivethrurpg.com/en/product/545167/d66-toolkit-pioneering-space-adventures

Almost Invincible….

The Invincible QuickStart arrived this week and, hot on the tails of it, we discovered that the system has some obvious homage to TSR’s Marvel Super Heroes and, if I say so myself, a lot of DNA similar to my Enhanced book for Twilight 2000. It itself was heavily influenced by our unreleased game Beyond Human.

Enhanced provides a framework for super soldiers in the Twilight War, based on alien particles discovered in the aftermath of the Tunguska Event. From these mutagenic agents, the Americans build heroes at their secret base in Raven Rock and the Soviets build monsters which roam the forests of the Urals.

So, I dug out the Enhanced book and the Beyond Human texts and cadged together a quick Character Generator for Invincible.

It’s about 95% compatible I’m guessing. Allowing the creation of Characters that will easily function in Invincible. The differences I can see are…our Hit Points are slightly higher as we retain Endurance in the mix….and that’s the major one.

Should whet your appetite a little more for what’s coming.

Whole New World RPG: ground broken…

Really started putting ‘pen to paper’ on Whole New World this week.
Whole New World is a little different to many RPGs in that your character choices are limited. Now I hear you say that’s normal but I don’t necessarily mean by class or race. They’re limited because you’re the one of ther last 50 humans left alive.

This will be a compelling new science fiction RPG. Promise.

Whole New World is based on the premise of the anthology novel A Whole New World (available at Apple and Amazon)

When Earth could no longer sustain us, we looked to the stars for salvation. A Whole New World is a sweeping anthology of humanity’s final days on Earth and its audacious journey to find a new home among the stars.

Spanning generations and galaxies, this collection of interconnected stories takes readers on an emotional and gripping voyage. From the desperate last days of a collapsing planet to the awe and terror of discovering alien worlds, each story is a window into the lives of those who dared to leave everything behind.

Experience the monumental construction of the Odyssey, humanity’s greatest vessel, through the eyes of engineers wrestling with the enormity of their task. Witness the courage, and moral compromises, of those chosen to preserve humanity’s genetic legacy. Follow the crew as they navigate isolation, mutiny, and the unrelenting vastness of space. And, finally, step onto the surface of a new planet, where survival is not guaranteed and the dream of a better future is fragile but achingly real.

Highlights from this epic anthology include:

  • “The Phoenix Report” (2045): A construction worker on the Phoenix station reflects on the challenges of building in orbit and the growing despair over Earth’s escalating crises
  • “Shamir’s Journey” (2112): The one-way voyage of a daring astronaut through a wormhole, chronicling his isolation and humanity’s first glimpse of interstellar space.
  • “Auroras of Memory” (2176): On an alien world, a biologist struggles to adapt to the planet’s rhythm while holding onto the memory of Earth.
  • “The Final Journey of the Odyssey” (2179): A bittersweet farewell to the Odyssey as the last remnants of the ship are dismantled, marking the end of one chapter and the beginning of another.

With unforgettable characters, breath-taking settings, and profound themes of resilience, sacrifice, and hope, A Whole New World is more than science fiction—it’s a testament to the enduring spirit of humanity.

Perfect for fans of The Martian, Interstellar, and Ad Astra, this anthology explores what it means to leave everything behind and create a future from the ashes of the past. Will humanity rise to the challenge, or will we repeat the mistakes that doomed our first home?

Embark on this journey today and discover how far we’ll go to survive, to endure, and to dream.

d66 Toolkits

I’ve decided to make more of the d66 Toolkits available for wider use.

Over the last few years I’ve been posting content into forums and collecting what would ostnsibly be d66 Lists. Now there are a lot of “list” products out there and that’s literally it – 1-4 pages of a simple list with very little exmination, explanation or options included with it.

d66 Horrid Things in Abandoned Storage Units adds creeping, uncanny details, from whispering heirlooms to bloody-handwritten journals, that transform grisly junk rooms into eerie setpieces.
https://www.drivethrurpg.com/en/product/524171/d66-horrid-things-in-an-abandoned-storage-unit

d66 Cargoes from the Shift stacks multiverse mystery onto your adventures: impossible relics, smuggled artefacts, or sideways-horrors with story hooks and setting ideas on every page. It’s not just a list; it’s a manifest bursting with possibilities for lucrative or dangerous finds.
https://www.drivethrurpg.com/en/product/534082/d66-cargoes-from-the-shift

d66 Things from an Abandoned Starbase turns a drifting ruin into a living nightmare. From tethered corpses and cracked cryo-pods to echoing announcements in forgotten tongues, each entry is a ready-made set piece with story hooks, origins, and GM notes. It’s not just window dressing: it’s a toolkit of atmosphere, hazards, and mysteries that make derelict stations feel vast, eerie, and alive with secrets.
https://www.drivethrurpg.com/en/product/535637/d66-things-from-an-abandoned-starbase

I’cve got three toolkits out there but have enough content combed from my own posts (not others) for 3 more which I could have out before year end.

d66 Cargoes From The Shift

New book time:

https://www.drivethrurpg.com/en/product/534082/d66-cargoes-from-the-shift

d66 Cargoes from the Shift is not another list of “101 random items.” This is a manifest of the multiverse — a number of impossible, wondrous, and horrific cargoes carried across the seams of reality by ancient Shiftships. Each entry is a full page of lore: description, origins, dangers, value in Credits, and the story hooks that come with it.

Rather than a listicle, each entry is expanded out to two pages giving you a wealth of data to process for your players.

This is a book you can drop into any RPG: grimdark sci-fi, wondrous fantasy, multiversal horror, or something in between. Whether the “ship” is a freighter, a caravan, or a beast with cargo stitched into its hide, the manifest works. Whether you’re playing CORIOLIS: The GREAT DARK or Rise of R’lyeh, this book can help.

Predator / Yautja (Hunter Alien) –for Twilight: 2000 4E

Predator / Yautja (Hunter Alien) – Twilight: 2000 4E

Size: Human-sized but taller, 2.2–2.4m, heavily muscled.
Armour: Advanced alien composite (counts as Kevlar vest + helmet + full body suit).

Attributes

Strength: A (d12)
Agility: A (d12)
Intelligence: C (d8)
Empathy: D (d6)

Skills

Close Combat: A (d12)
Ranged Combat: B (d10)
Recon: A (d12)
Stamina: A (d12)
Mobility: B (d10)
Survival: B (d10)
Tech: C (d8)
Command: D (d6)

CUF: A (d12)
Hits: 8 (6, +2 for Alien physiognomy)

Special Rules & Abilities

Cloaking Device
Predator may activate invisibility: requires a Stamina roll at the start of each combat round. If successful, Predator counts as Invisible (Recon vs Recon opposed roll to spot). Invisibility gives enemies –2 to Recon or Ranged attacks against it. Fails if Predator takes a Critical Injury or sustains Armour Piercing damage.

Thermal Vision
Ignores normal concealment penalties in darkness, jungle, or smoke.

Regeneration Pack
Once per fight, Predator may heal 1d6 damage instantly by retreating for a full round and applying alien medicine.

Hunter’s Code

  • Predator won’t attack unarmed or helpless opponents.
  • Always seeks out the strongest threat first.
  • Might leave if badly wounded but the prey proved “worthy.”

Weapons & Gear

Wrist Blades (Close Combat, Melee, ROF 1)
Damage: 3
Crit: 2
Armour: -1

Plasma Caster (Ranged, Smart Shoulder-Mounted, ROF 1, Linked to Thermal Vision)
Range: Long
Damage: 4
Crit: 4
Armour: -1
If cloaked, firing plasma caster cancels invisibility for 1 round.
Targeting system means +2 to Hit, cancelling out many range/situational penalties.

Net Launcher (Ranged, Short, ROF 1)
Damage: 1
Crit: 3
Special: On hit, target is trapped (Mobility roll vs Predator’s attack). Failure = immobile until freed.

Combi-Stick (Melee or Thrown)
Damage: 3
Crit: 3
Range: Medium (when thrown)
Armour: 0

Self-Destruct Device
If the Predator is reduced to 0 HP, it may choose to activate its wrist bomb:
1d6 rounds countdown, obvious beeping.
Blast: 10d6 damage, radius 10 hexes (buildings/jungle destroyed).
PCs may attempt Tech B (8+) to disable if they reach and operate the arm device.

Armour

Alien mesh suit and Helmet: Armor 3 (covers all hit locations).
Helmet provides thermal vision link.

NPC Usage

Solo boss fight — The Predator is more dangerous than an entire Soviet patrol. PCs should not expect a fair fight.
Tactics: Stalks from concealment, uses net or plasma to thin the group, then isolates survivors for melee.
Weakness: Cocky; can be baited into duels. Without plasma caster or cloaking, it’s “just” an apex commando with better strength and armour.

New: The Naturalists Guide to the Lost World: Dinosaurs in Vaesen

A Jungle Beyond Time. A Sky Full of Teeth. A Mystery Waiting to Swallow You.
“There was a time when men believed the world was mapped. They were wrong.”

Lost World: Dinosaur Island is a full-length sandbox campaign setting for the Vaesen RPG, inspired by pulp science adventure, survival horror, and Edwardian airship expeditions. Players descend into the storm-wracked skies of Isla Verelia, a place lost to maps but alive with prehistoric danger, colonial secrets, and the uncanny thrum of something ancient beneath the canopy.

Instead of haunted manors and Nordic spirits, you’ll confront living fossils, whispering ruins, and dirigibles that groan through fog-choked skies. This is a new kind of horror: primal, uncertain, and vast.

Inside this 78-page book, you’ll find:
Dinosaur Bestiary grounded in naturalist logic, not fantasy tropes
Rules for Dirigibles – mooring towers, aerial hazards, mechanical failures
Island Map with exploration mechanics and region-based secrets
New Roles – Naturalist, Jungle Scout, Balloon Mechanic, and more
Campaign Frameworks & Scenario Hooks including a full starter mystery: The Bones of Flight
Factions – including stranded scientists, rogue traders, and indigenous survivors
Random Tables – weather shifts, jungle events, dinosaur migrations, and airship encounters

Themes include:
• Scientific hubris and the illusion of control
• Colonial intrusion and ecological reverence
• Survival, camaraderie, and psychological decay
• Deep time and temporal dislocation
Compatible with Vaesen, this book is also easily adapted to systems like Tales from the Loop, Things from the Flood, Call of Cthulhu, MAJESTIC, Rise of R’lyeh, Forbidden Lands, or Savage Worlds. Whether you’re piloting a creaking dirigible, cataloguing thunder-lizards, or fleeing something that was never meant to wake, The Island harbours untold secrets.

One Page RPG Jam

I released three entries in the One Page RPG Jam 2025

https://lategamer.itch.io/bloom-newborns-in-the-rootsong-grove – A solarpunk hex crawl of blooming growth

https://lategamer.itch.io/cyst – A visceral roleplaying game of flesh, fear, and becoming.

https://lategamer.itch.io/hollow-shells – A biotech RPG of grafted flesh, failing minds, and survival through growth and adaptation.

DINOSAUR ISLAND – A Twilight: 2000 Campaign Expansion

In the shadow of a forgotten war, something older stirs…

South of the Pacific dead zones lies Isla Virelia, off the maps, out of history, and teeming with Cold War secrets. Bombed, abandoned, and overgrown, this classified Soviet research site now hosts something terrifying: dinosaurs. Real, living, hunting dinosaurs. Remnants of the Jurassic and Triassic, here to hunt you down.

Your squad isn’t here by accident. Whether you’re the first team in, a rescue unit, or hired guns sent to steal raptor eggs for a biotech firm, one thing’s certain, you’re not at the top of the food chain.

Inside you’ll find:

Tactical campaign arcs: First In, Search & Rescue, Capture & Cull

– Fully-statted dinosaur profiles and action tables
– Hex-crawl rules, weather hazards, and encounter generators
– New gear: tranq rifles, elephant guns..
– Merc teams, corporate rivals, and apex predators

Dinosaur Island is a survival horror sandbox for Twilight: 2000 4e, where the past never died… it just adapted.

https://www.drivethrurpg.com/en/product/528890/dinosaur-island-rebirth-jurassic-remnants-to-challenge-your-players

Screenshot

Twilight: 2000 – Jurassic Dawn

We got talking on one of the Discords about how there hasn’t been a Dinosaurs mod for T2000.

Well, here’s some stuff….

Velociraptor (Pack Hunter)

Small, cunning, lightning-fast predator. Attacks in coordination with its pack.
Size: Small
Strength: C
Agility: A
Wits: C
Empathy: –
Mobility: A
Recon: B
Close Combat: B
Armor: 1 (tough scales, fast movement)
Hit Capacity: 3
Speed: 2 zones/round
Special: Always attacks as a group. +1 initiative if in pack of 3+. (For cards: They pick two and use the best one)
Base damage 2, Crit 4.

Velociraptor Pack (2–5 creatures)

Behavior: Highly coordinated, uses flanking and feinting. Hunts in silence until strike. Attacks using AGILITY+CLOSECOMBAT.
Action/Reaction Table (d6):

  1. Pincer Ambush – Two raptors distract while a third leaps from cover (+2 mobility, surprise test).
  2. Disarm and Disorient – One raptor targets the weapon or limb, forcing a gear check or prone.
  3. Screech Command – The pack leader emits a shriek; all raptors gain +1 initiative next round (or again, for cards, draw twice).
  4. Feint and Withdraw – Raptors strike and retreat 2 hexes to lure prey into terrain trap.
  5. Pack Swarm – All nearby raptors coordinate a multi-attack (each targets a separate PC).
  6. Target the Wounded – Raptors shift focus to the bloodied or isolated.

Tyrannosaurus rex (Apex Carnivore)

Towering alpha predator. Territorial, loud, and catastrophic if engaged.
Size: Huge
Strength: A
Agility: D
Wits: C
Empathy: –
Mobility: C
Recon: D
Close Combat: A
Armor: 3 (thick hide, muscle mass)
Hit Capacity: 10
Speed: 1–2 zones/round
Special: Scent-based tracking; automatically locates bleeding or panicked PCs. Area knockback on hit.
Based Damage: 3, Crit 4.

Tyrannosaurus rex (Solo Apex Predator)

Behavior: Territory-based; attacks loudly and directly. Poor sight, but excellent smell and hearing. Uses STRENGTH+CLOSECOMBAT to attack.
Action/Reaction Table (d6):

  1. Roaring Challenge – T-Rex bellows; all non-vehicle PCs within 2 zones must roll Cool or Panic.
  2. Crush and Pin – Grabs one PC with jaws; next round it can throw or crush.
  3. Tail Sweep – Clears a 90° arc around it, knocking down everyone in melee range.
  4. Charge – Sprints 2 zones in a straight line; anything in the path must test Mobility or be trampled.
  5. Sniff and Roar – Spends a round sniffing; locks onto a wounded PC’s scent regardless of hiding.
  6. Rampage – If reduced below half HP, it enters a frenzy: two actions/turn for 1d3 rounds.

Triceratops (Defensive Tank)

Armored herbivore with territorial instincts. Will charge perceived threats or to protect herd.
Size: Large
Strength: B
Agility: C
Wits: D
Empathy: –
Mobility: C
Recon: D
Close Combat: B
Armor: 4 (frill shield, thick body)
Hit Capacity: 8
Speed: 1 zone/round
Special: Charge attack does double damage if it moves at least 1 zone before striking.
Base Damage: 2, Critical 4

Triceratops Herd (3–7 individuals)

Behavior: Defensive unless provoked or wounded. Will protect young aggressively. Uses STRENGTH+CLOSECOMBAT to ATTACK
Action/Reaction Table (d6):

  1. Form the Wall – Adults form a shield line; all ranged attacks suffer -2 unless flanking.
  2. Charge as One – All triceratops move 1 zone forward and attempt to gore.
  3. Retreat Circle – The herd begins a slow withdrawal; a baby or wounded adult may be left behind.
  4. Stomp and Bellow – A warning display; anyone who doesn’t retreat is charged next round.
  5. Flank Breaker – A single bull moves around the players to strike from behind.
  6. Blind Fury – A triceratops with 50% HP or less chooses the nearest PC and attempts to impale them, ignoring cover.

Twilight Tangents 2.0 – ZOMBI

So, we decided to change some things.

  1. Twilight Tangents is by far our best selling book. People just love zombies in Twilight: 2000. It’s probably been tempered by the release of The Walking Dead but it’s still a solid seller.
  2. I had a load of writing for Zombi stuff that I wanted to use but it seemed out of place in with the psychic powers stuff.
  3. Twilight Tangents is also my oldest supplement by a country mile. It was the first thing I put together for the Free League Workshop so its update was well overdue. I mean it’s been up there for about four years!

We’re splitting Twilight Tangents into two separate books – so if you previously got it you won’t lose access to anything Zombi-like or even the rules for Psychic Abilities. You’re getting the Twilight Tangents upgraded Zombi content for free and retaining all of the previous book.

Twilight Tangents: Zombi warps the cold realism of Twilight: 2000 into a fungal nightmare of paranoid aggression, plague-scarred survivors, and walking corpses born not of mysticism, but bioweapons. Set in a world where Agent INFERNO, an engineered mould, has twisted fear into fury and death into zombification, players navigate a crumbling civilisation where trust is deadlier than bullets and infection is only a breath away.

This sourcebook reimagines the apocalypse with horrifying biological plausibility: zombis driven by neural-hyphae infestations, panicked survivors clutching to faith, violence, or denial, and institutions turning to the dead as weapons of control. It’s not survival horror. It’s a war against your own instincts, played out across ruined cities, quarantined zones, and overrun compounds. With new campaign options, adversaries, factions, life paths, and grim narrative hooks, Zombi doesn’t ask if you’ll survive, only how much of your humanity you’ll lose before the end.

We will be following this up later this year with two new books. Twilight Tangents: Espers and Twilight Tangents: Lycanthropes. I’ve not started writing them yet but the summer is coming up and I’ll have plenty of time to put stuff together.

Twilight Tangents: Espers

The Mind Is a Weapon – But Who Pulled the Trigger?

Twilight Tangents: Espers tears back the veil on a secret war fought not with bullets, but with thoughts sharp enough to kill. Born from classified experiments and the shattered psy-ops of The 23rd Letter, these are the invisible soldiers of the Twilight War; remote viewers, psychic assassins, telepaths embedded in command bunkers, and precognitive assets burned out before their twentieth birthday.

The Twilight War didn’t just scorch the Earth. It ruptured the human psyche. This supplement brings full psychic warfare to Twilight: 2000 4th Edition, revealing how nations cultivated Espers to manipulate battlefields, undermine leadership, and rewrite reality one mind at a time. Players step into a world of neural blacksites, psionic backlash, mental conditioning, and conspiracies so deep they were never meant to be remembered.


Twilight Tangents: Lycanthrope

We didn’t create them. We just stopped giving them a reason to hide.

In the smoke and chaos of the Twilight War, something older than humanity emerged from the forests, the mountains, and the ruins. Not a bioweapon. Not a myth. Something that had always been there, watching. Waiting.

Twilight Tangents: Lycanthrope is a savage expansion for Twilight: 2000 4th Edition, introducing werewolves not as fairy tale monsters, but as apex predators whose packs have turned warzones into hunting grounds. These aren’t cursed peasants or Hollywood beasts. They are strategic, feral, and organized and they remember what humanity has forgotten: how to stalk, how to kill, and how to survive.

From black-ops werewolf handling units to insurgent packs tearing through the last enclaves of civilisation, this sourcebook explores lycanthropy as a battlefield reality. Inside: new lifepaths, rules for transformation, hunting instincts, and feral politics. The beasts are real. And they’re not hiding anymore.

Support Indie RPGs

In response to this post on Reddit.

Please don’t take this as any more than a spirited devils advocate in the spirit of debate and jocularity. I’m not disagreeing with you per se or saying you’re wrong.
This isn’t a defence of that other thing but it is maybe being a little honest about what it means to be an indie. It’s not all roses and buttercups and problems won’t be solved by putting away a few dollars every week.

Services like Fiverr are pretty terrible for sourcing art…particularly because there’s a good chance that when you pay your money, you’re just getting a “prompt engineer” anyway. I had a long relationship with an artist from around 2001 and just last year he switched to using AI to do the “groundwork” and allow him to focus on the specifics of what clients wanted. Why? Because he wanted more clients. So, I found a different artist.

Art is easily the single highest cost of my books and that includes my time in the commissioning process for free. It’s much more expensive than the writing. I mean, a small book might require 10 pieces of art – with very little re-use available to you. The next book might require another 10. By your numbers that means a cost of between 750 and 3000 per book on art. (it’s usually higher because commercial licenses tend to be higher for some reason and ten is a low amount of art).

For the indie (lets say the hundreds of one-person-bands out there bringing their RPG heartbreaker to life) that art cost is paid out before the book is finished; so before the book has a chance to earn a cent. Even if you’re not printing physical copies, you’ve months of writing and editing and planning and commissioning and hoping it delivers. You hope you’ll make back the investment in art alone because for many it is something they do after a day processing Excel sheets, or stacking shelves or backbreaking outdoors work – the real work which pays the bills. They would love to create and just live on the proceeds but that’s not going to be for everyone; the industry, like most industries, can only support so many rockstars and getting that right vibe isn’t for everyone.

Sure, you can spend months on a crowdfunding plan but knowing some folk who had successful kickstarter campaigns personally, one quipped after a few beers – “failure is better than success if you don’t make it big”. His kickstarter was enough to deliver the product to backers as long as nothing went wrong. And maybe he should have absolutely flooded Facebook/Insta/Reddit with adverts (as I saw some other company do recently).

And then, to top it all, you get a sense of how much you can charge. I am well aware that I self-limit – but that’s because I abhor fame and recognition (this isn’t my therapy session, dammit). So, you build the book over a few months, engage with people for testing and readthrus. commission and pay for art, then do the layout and post the finished product. 30-50% of cover price goes to the aggregator (meanwhile Apple is being hit for charging 30%). And out of what’s left you hope to cover the art for the next book. Which means probably 1000 sales. Probably more if you engage in promotions. Meanwhile you’re already to writing the next one while fielding piracy and people who think, without reading it, the book you’ve poured passion into isn’t worth a cup of coffee. Even better when they use a public forum (like Reddit) to tell a million people their opinion based on not reading it.

And that’s if you’re just trying to break even on cash. Survival wages in my part of the world are about €25,000. I’d have to be selling literally 20 times more books to earn that. (hey…and that’s the dream, right? I’d love to be able to sit here and hallucinate wildly onto paper every day). And the art costs would go up. Actually it might be cheaper to literally hire an artist with a salary than do commissions. And selling 20X more books? That means targetting one of the bigger markets like D&D or CoC. (and I don’t want to do that). D&D would seem to the obvious one – but everyone thinks that – so being specialised into a little niche kinda works. The D&D market is 20x bigger easily….but there’s 100x more competition for those precious leisure dollars. That would mean much more time spent on promotion – the bit I don’t like.

I’m very glad my TTRPG sales are funding artists and not my life.

Nothing more demoralising than seeing the proportion of gamers who think “artists should be paid” (oh, 90%?) and the proportion of gamers who set the PWYW amount on DTRPG to “zero” (oh, probably 95%). That’s some slap-in-the-face irony right there. One of the nice things about a little credit on DTRPG is that when someone in my creative community makes a new book, I have no problems dropping $10 on it even if it’s PWYW ($4).

To give a concrete example; in the last six months I sold 145 copies of one of my PWYW books…bringing in a grand total of $26.27, of which I saw…$18.30. The art cost for that book was about $300. A sunk cost because it’s an into to a later book (the one I just dropped more cash on art for) and I figure that’s 145 people I can send an email to and tell them about the next book, right?

Piracy is absolutely rampant in the industry as well. Never mind that web site that was eventually taken down (one of my early RPGs was on there and was evidently painstakingly scanned) but Scribd too? I don’t know how that site survives. And it’s not that pirates wouldn’t have bought the product – one of them did – but they also thought it was better that others didn’t have to. Kick in the nuts there.

Just this week I spent about $1000 on art. Not enough art for the books in the pipeline but then I needed a new laptop and so I’ll find the cash a little later. That will bring the total for art spend this calendar year (first six months) to around $2000 – that includes two stock art/photography subscriptions. The sales for books in the same period brought in $1514. Now the obvious response is “make better books” (which is pretty insulting) or get better at sales (which I have no interest in doing). That does include a Promo by DTRPG which sold one of the best books at a significant discount.

So that was $2000 to support art sources, and about $1000 in fees to DTRPG.

Buit I’m also running at -500 for the year. Whoops. Maybe I suck at business.

I’m not even going to address printing. A lot more work and you make even less. And the main sites for distributors take 80% of cover price. Out of the remaining 20% you commonly have to commission the art, lay it out, print the book and ship it to them at your cost. (and this is why I’m not on IPR – not their fault…but I was royally screwed by Key20 back in the day when they sold my books, kept the money and to get any remaining stock returned, I had to pay for shipping it back). Paper is bloody heavy.

So, it’s not easy….but it is enjoyable. As long as I’m not relying on it for the mortgage or to put kids through college then it’s a creative outlet that pays an artist a chunk of cash every few months. Maybe it helps them not have to have a dreary office or shelf-stacking job or goes into their kids college fund.

That’s worth it.

Also. Buy indie RPGs. Sermon over. Welcome to my TED Talk. etc

VTT woes

So, someone asked about a T2000 game today but specified they weren’t interested in paying. Odd request, I thought, but I could run one.

“So, it’s not apocalypse sorrow, the theme is about building and restoration. About 20 years after the Fall. Someone has the idea of setting up a centralised postal service so it’s a “limited sandbox”. PCs are the first recruits. Inspirations would be the movies “The Postman” and “News of the World”. Some episodic play and some development in-game.”

Then I revealed it’s on Discord and with Discord dice rolling and using a Whiteboard for some TOTM.

“Oh? It’s not on Foundry?”

“No, I don’t like Foundry.”

“Well, never mind then. I don’t think I could play a game that wasn’t on Foundry”

So, I’m a bit gobsmacked.

I don’t like Foundry. Some people love it; I just find the setup to be tedious. And then the implementation to be buyggy. I was something simpler. Something that can run on a tablet without complaining.

New books!

We released two books this month.

PERMAFROST for Twilight 2000. – the horrors of the nuclear winter d66 Horrid Things in an Abandoned Storage Unit
Permafrost is a battlefield where the cold itself is the deadliest enemy. In a world stripped of sunlight and warmth, survival is a desperate dance with the elements. Every step leaves a trail in the snow that can lead to rescue or betrayal. Soldiers fight not just the enemy but the creeping numbness in their fingers, the exhaustion that sinks into bones, and the isolation that whispers doubts into every sleepless night.

In this frozen world, every choice matters. The line between survival and surrender is as thin as the ice beneath your feet. Trust is a luxury. Supplies are lifelines. Every day the wind grows stronger, the silence deeper, and the darkness colder. This is the world of Permafrost, where the cold always wins.

In this system-neutral supplement, you’ll find:

  • 66 meticulously unnerving items, from taxidermy mistakes and coded journals to whispering hearing horns and boxes of cadaver teeth.
  • Creeping lore that unfolds across entries—clues, contradictions, and recurring figures like the forgotten doctor J.H.T.
  • In-world artifacts, notes, and final confessions that suggest something in the unit is waking.
  • A perfect resource for horror RPGs, investigative campaigns, or unsettling one-shots.
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The Map for Xiangguo

This map is based on the 1402 Kangnido map, drawn by Korean scholars. I’ve overlabelled it freehand with some details (those aren’t in the finished version obviously).

Welcome to Xiángguó (祥国), the Auspicious Kingdom — a land of scholars, strategists, and sword saints. Here, the brushstroke holds the same weight as the blade, and power moves in silence, poetry, and ritual. From the wind-scoured banners of the northern steppes to the rain-drenched canals of the south, Xiángguó is a realm bound by tradition and haunted by its own perfection. Everyone knows their place —until they don’t. Beneath every decree lies a compromise. Behind every silk screen, a scheme.

As a player, you are entering a world where elegance conceals tension, and every word has history behind it. You might play a magistrate balancing law and loyalty, a wandering sword sage with too much past, a spy who speaks better with her silence, or a river witch who remembers names the empire has forgotten. Xiángguó rewards patience, perception, and precision. The rules are old, but the cracks are widening—and if you move with the right kind of grace, you just might redraw the lines yourself.

Character Profile: Fa Guan Ruò

Character Profile: Fa Guan Ruò

Title: Wandering Magistrate of the Outer Provinces
Alias: The Ink Blade, The Quiet Seal, Right Hand of the Emperor (future)
Rank: Provincial Magistrate (Senior, Unorthodox Post)

Attribute | Stat | Description
Vitality ( Qì) | d8 | Stronger than he looks. Though nearing the middle of his years, Ruò’s body is kept lean and capable through disciplined lifestyle and martial arts practice.
Dexterity ( Xíng) | d8 | Precise and fluid in motion, more in writing and bladework than in acrobatics. He is deliberate, not fast, but rarely wastes movement.
Wisdom ( Wù) | d12 | Extraordinary perception, insight, and grasp of cause and consequence. He reads both the ink of the past and the hearts of the present.
Resolve ( Zhì) | d10 | Endures grief, political failure, and spiritual doubt with quiet strength. He has stood alone more than once—and will again.

Martial and Physical

Skill | Stat | Description
Fighting (??, Zhàndòu) | d8 | Trained in the Empty Scabbard Way—his swordplay is clean, reactive, and economical. He is dangerous when pressed but rarely initiates violence.
Marksmanship (??, Shèshù) | d4 | Rarely touches bows or thrown weapons. Relies on others or his sword in times of need.
Athletics (??, T?shù) | d6 | Reasonably fit from travel and fieldwork, but prefers walking to climbing.
Stealth (??, Qiánxíng) | d6 | Moves quietly when necessary but lacks training in shadow work. Not his natural domain.

Talents:
The Coiled Serpent Guard (????, Pánshé Yùsh?u): When successfully parrying or dodging an attack, you may immediately counterattack as part of the same reaction. If you have successfully nullified an incoming attack, you may make an extra attack roll which cannot cause Harm but Successes will serve as a negative modifier on your opponents next roll.

Knowledge and Lore

Skill | Stat | Description
Medicine (??, Y?shù) | d6 | Knows enough to treat wounds in the field, but relies on local herbalists or Lián for deeper care.
Lore (??, Xuéshí) | d12 | An absolute master of classical texts, dynastic histories, regional rituals, and obscure laws. His memory for the written word is ink-perfect.
Tactics (??, B?ngf?) | d8 | Understands battlefield theory and siege law; has never led an army, but can outthink one.
Investigation (??, Diàochá) | d12 | Peerless insight into lies, concealment, and intent. Notices what others ignore. Solves not just crimes, but patterns.

Talents:
The Sage’s Mind (????, Zhìshèng Zh? S?): When confronted with a riddle, complex problem, or difficult moral question, you may roll twice and take the better result.
The Calculus of Heaven (????, Ti?nj? Shùjué): Once per session, you may gain an Automatic Success on a failed Intelligence-based check if you had time to analyse the situation. (Forbidden)

Social and Psychological

Skill | Stat | Description
Persuasion (??, Biànlùn) | d10 | His words have stopped riots and turned mourning into repentance. Never emotional, always precise.
Deception (??, Q?zhà) | d6 | Rarely deceives. When he does, it’s a sharp tool for a sharp need. Others tend to lie to him.
Etiquette (??, L?yí) | d10 | Perfect knowledge of court, temple, and noble etiquette—used like a scalpel in rural places to unsettle or impress.
Bargaining (??, Tánpàn) | d8 | Negotiates terms and reparations with quiet menace. Does not haggle—he judges.

Talents:
Imperial Command (????, W?ilìng Ti?nchéng): When addressing someone of lower rank, they must test their Resolve before defying your orders unless they have a strong reason to resist.

Spiritual and Environmental

Skill | Stat | Description
Rituals (??, L?f?) | d10 | Knows the bones of proper rites, even obscure regional variations. Can conduct sacred proceedings alone.
Exorcism (??, Q?xié) | d6 | Still learning. Recently shaken by the ghost of Hébì. Not a ritualist in the Daoist sense—yet.
Meditation (??, Míngxi?ng) | d8 | Maintains discipline of breath, clarity, and emotional control. Has not yet reached true spiritual openness.
Survival (??, Sh?ngcún) | d6 | Travels often but relies on Miè and Yingz? for navigation, foraging, and shelter.

Talents:
Tranquil Mind (????, X?nrú Zh?shu?): Gain a +2 bonus against fear or mind-affecting magic.