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Fate Worlds and Toolkits

Fate Worlds and Toolkits

Monday 19 July 2021
Fate CoreIn July and August 2021 — for five full weeks, our longest-running offer ever — we presented the Fate Worlds and Toolkits Bundle, a spectacular new offer featuring the rulebooks, toolkits, RPGs, and many, many settings for Fate from Evil Hat Productions. Though we’ve presented Fate many times, none matched this unprecedented offer with absolutely everything you need for any fast-moving, action-packed game using the flexible Fate system — and, get this, fifty ready-to-play campaign settings.

From 2014 to 2019, Evil Hat produced 45 compact setting books for Fate Core. Funded by a now-finished Patreon campaign, each Fate Worlds of Adventure book presents, in just 30 to 50 pages, a rich setting with a ready-to-play adventure. “Buy one this afternoon, be ready to run this evening.” This offer gathered all 45 Worldsover 2,700 pages of Fate-ful supplements that cover an astonishing range of genres and tones. Add Fate of Cthulhu, Tachyon Squadron, Kaiju Incorporated, Shadow of the Century, and Young Centurions, and you could keep your players busy for years — for an unbeatable bargain price.

There were eight titles in our Toolkit Collection (retail value $52) as DRM-free ebooks, including the Fate Core, Accelerated, and Condensed rulebooks and all five Fate Toolkit rules expansions: System, Adversary, Horror, Space, and the newly completed Fate Accessibility Toolkit, which debuted in finished form in this offer.

Those who paid more than the threshold (average) price also got our impressive Worlds Compendium with fifty-seven more titles worth an additional $283.50, including the Fate of Cthulhu standalone RPG; all six titles in the Tachyon Squadron space-opera line; the full-size campaign supplements Shadow of the Century, Young Centurions, and Kaiju Incorporated; the Worlds in Shadow and Worlds on Fire setting collections; and all forty-five wide-ranging setting books in the Fate Worlds of Adventure line, 2014-2019 — 2,700 pages of ready-to-play campaigns like The Secrets of Cats, Masters of Umdaar, Gods and Monsters, the full-length Venture City, and tons more. (For the complete list, see the “45 Worlds of Adventure” section at the end of this post.)

Note: Many of these titles have appeared in past Bundle offers: two rulebooks, four Toolkits, four of the six Tachyon Squadron books, the Worlds in Shadow and Worlds on Fire collections, Shadow/Centurions/Kaiju, and 14 of the 45 Worlds of Adventure. Thirty-six books appeared in this offer for the first time in Bundle history.

Fate RPGs use Fudge Dice, available from Evil Hat Productions (as “Fate Dice”), at hobby gaming stores, or from Amazon (affiliate link).

Ten percent of each payment (after gateway fees) went to this Fate offer’s pandemic-related charity, Direct Relief. Direct Relief gets protective gear and critical care medications to health workers, with emergency deliveries to medical facilities across the US and to regional response agencies across the world.

45 Worlds of Adventure

How many other RPG systems have four dozen published settings? D&D, GURPS, Apocalypse Engine, maybe Basic Role-Playing (counting Call of Cthulhu)… any others? Now, how many have four dozen from one publisher?

  • The 3 Rocketeers: Journey through the Holy Roman Stellar Empire and the worlds of Britannica Solaria. The Queen’s enemies may have disbanded the Rocketeers, but duty cannot be set aside so easily.
  • The Aether Sea: Fleeing their war-ravaged Homeworld, elves and dwarves take to the vast, empty aether sea in small aethercraft. You’ve got bad blood with the Royals, so take jobs carefully and make do with the best magic unofficial channels can provide. Keeping the ship afloat won’t be easy.
  • The Agency: You are an ordinary civilian in search of money, adventure, or fame, with multiple espionage agents hanging out in your brain.
  • Almbrecht After Dark: Sharp-fingered Jacks haunt the eaves of the city of Almbrecht and threaten its citizens’ dreams. No one knows where they come from. No one knows how to get rid of them. And the countryside is wracked by partisan violence that promises worse to come.
  • Andromeda: Aboard a colossal world-ship, the elite pursue secret centuries-spanning agendas on behalf of — or despite — the powerful factions that shape shipboard society.
  • Arecibo: In the far reaches of space, something stirs in response to the Arecibo message. Deep in the giant caverns of the island, something else answers. Stranger Things and the eldritch meet Puerto Rico in its darkest hours.
  • Behind the Walls: Russia and America belew each other apart in 1951, but now it’s 1959 and you’re still in prison. Maybe people outside forgot about you, or maybe it’s just safer inside Collins Park Correctional Facility. But will order persist in the cell block?
  • Blood on the Trail: Travel in the Wild West is even more dangerous than you thought. The land is infested with vampires.
  • The Clockwinders: The Clockwinders are an organization charged with maintaining Cadvini’s movement cores — powerful, ancient artifacts that lock the world’s rotation in place, allowing for a temperate zone where society can flourish. But the cores have begun to fail, bringing the threat of fire, frost, and Fey with them.
  • The Crisp Line: On the Crisp Line, DNA is not destiny. Changing your genes is like changing your name: tricky, but available for the right price. Will you embrace this new technology or fight against it?
  • Deep Dark Blue: Dangers in the ocean depths include crushing pressure, colossal squids, and ruthless tactics of your rivals at Quest, Inc. Even your own ship will betray you if you let your energy or oxygen dwindle.
  • Eagle Eyes: Hit the mean and dusty streets of ancient Rome. Battle cynicism, corruption and murder in the shadow of the Colosseum. Play Eagles, the Senate’s private investigators, and get at the truth behind high treason, noble intrigue, coup attempts, and perhaps even the strange excesses of the Emperors.
  • Frontier Spirit: Life on an undeveloped colony world is hard, what with pirate raids, corporate claim-jumpers, outlaw settlers, unpredictable weather — and an alien spirit world unused to coexisting with sapient creatures.
  • Ghost Planets: In the far reaches of the galaxy, your group of Corps explorers and scientists searches the abandoned relics of inhuman beings, looking for answers. You must survive hostile environments, decipher ancient clues, and confront the miraculous and terrifying products of alien technologies. If you fail, Earth may become the next ghost planet.
  • Gods and Monsters: The world is young and majestic, and savage humans dream of civilization. But you are not like them: you are a god. Perform mythic acts, skirmish with rival pantheons, and walk the line between power and control.
  • Good Neighbors: The Fair Folk have lived in peace with the humans of Still Hollow for centuries. But now, outsiders are coming into Still Hollow in search of gas deep beneath the earth.The Industry does not respect the old ways.
  • Grimoire: Join the ranks of warlocks, discreetly selling your services to those rich enough to afford them. But beware, as daemons’ capricious cleverness may lead their masters to downfall rather than glory.
  • House of Bards: The kingdom of Costracinni wages constant war. On the home front, you’re an ambitious elven councilmember trying to get in good with the Emperor, an idealistic halfling candidate trying to break into the big time, or a human reporter trying to uncover the truth behind the news. Sorcery meets punditry in this political fantasy.
  • Iron Street Combat: Demons to the left of you, ninjas to the right. Do you have what it takes to emerge from the trials of one-on-one combat as the supreme champion?
  • Knights of Invasion: Amid the festivities to celebrate your monarch’s birthday, a terrifying alien invasion begins. Gather your fellow knights to battle little green men and fire trebuchets on acid-filled insect creatures.
  • Loose Threads: On the edges of fairy tales live members of the Company — collateral damage from someone else’s Happily Ever After. Company members live on the edges of tales and travel the In-Betweens, helping others like them — people the stories have forgotten — who need rescuing from ogres, curses, and bandits.
  • Masters of Umdaar: The fallen world of Umdaar is home to savage warriors, cyborg insects, and merciless warlords. Oh, and lasers — lots of lasers.
  • The Ministry: In 1958 you are field agents of the Ministry of Rocketry, assigned to London to defend against implacable alien threats.
  • Morts: The zombie apocalypse was rough, but that was, like, a hundred years ago. Now keeping the zombies in line is the last refuge for losers and desperate teenagers in need of a little cash.
  • Nest: The realm you once protected as a child is under attack. Now, years later, you must leave behind your adult life, family, and job to defend your past from something terrible and very real.
  • Ngen Mapu: The Land is sick, and humans are the cause. As ngen — mighty, immortal, shapeshifting, and largely pacifistic beings from the dawn of time — you each act as guardian of some aspect of the Land.
  • Nitrate City: Film Noir and classic movie monsters combine with explosive results. The flickering streets of Nitrate City are populated by slick vampire private eyes, clever werewolf gamblers, cigarette-smoking mummy fatales, and deadly hit men from beneath the dark waters.
  • On the Wall: The realities of being a modern day teen — drug addiction, cyberbullying, abusive relationships, absentee parents, the constant pressure to succeed — are terrifying. Add in a world full of normal, unpowered folks who are scared witless by all the superpowered mutants, and it’s a pretty scary place to grow up.
  • Prism: Lucid dreamers could save the world, or wreck it. As you travel alternate realities as one of the Lucid, you might be dreaming; then again, you might not.
  • Psychedemia: Genetically advanced students at a psionic academy discover a mental realm inhabited by friendly alien thought-forms. These beings teach the children to access deeper powers, and together they explore virtual worlds within their minds. But when the academy’s faculty learn of the realm, they seek control through force. Can the students save their alien friends?
  • Red Planet: The Union of Materialist Republics rules a utopian planet. Defend the Union and Mars against its enemies, and bring glory to yourself, your squad, and your collective.
  • Romance in the Air: In the skies over a fin de siècle Europe that never was, the aristocracy mingles in elegant comfort upon balloon-borne sky-salons and aerial lounges, dallying in an endless round of parties and excursions. But the winds of war are rising, and ambitious nobles rub elbows with scheming spymasters in high-stakes political intrigue.
  • SLIP: Shadowy invaders from other worlds have begun to slip into the dark places in ours. Members of the group known as Vigilance stand between our world and the darkness outside.
  • Sails Full of Stars: In 1850 the Ottomans, Chinese, and French struggle for control of the Solar System. Track down pirates, brave the stars, and mount shipboard battles in the depths of space, where glory awaits.
  • Save Game: A vicious computer virus threatens to corrupt the entire internet, and the only ones standing in its way are the characters from your video games. 8-bit heroes battle monsters and corrupted files. Wreck-It Ralph meets Lord of the Rings in a fight for the fate of the world.
  • The Secrets of Cats: Sharpen your claws and prepare to defend your territory. When evil is on the rise and the safety of the neighborhood is at stake, the Parliament of Cats stands firm against the darkness.
  • So the Story Goes: As one of the next generation of Storytellers, walk the old roads, recover the lost wisdom of your ancestors, and ensure another Tyrant will never rise.
  • Straw Boss: The Scholars of the Hieroglyphical Monad shore up the crumbling sands of reality where myths both new and ancient seek to enter our world.
  • Til Dawn: Can you work with your DJ Squad to come out on top and win the prestigious title of the Planet’s Next DJ Superstars? Or will your crew be crushed by the drama?
  • Under the Table: Arthurian mythology meets Prohibition-era gangster fiction in this sword-and-speakeasy fantasy.
  • Uranium Chef: The most influential, inspired, or infamous chefs in the quadrant cook on Uranium Chef, the most popular cooking/bloodsport show on the neutrowave. Tighten your apron straps and hold on tight, as you’ll have to survive surprise ingredients, full-contact kitchen combat, and the snootiest food critics in five dimensions.
  • Venture City (the full-length 2016 version): Villainous corporations and ruthless gangs battle in a near-future superpunk setting where powers are for sale. Pick a side, pay your bill, and power up. [Evil Hat published a short version of Venture City in 2014 as Venture City Stories. This offer presents the full-length 102-page Venture City (2016).]
  • The Way of the Pukona: The Mapuche people rely on the pukona, young warrior-women who are both wise in the ways of the world and strong enough to confront dangers beyond human understanding.
  • Weird World News: Intrepid members of an Extreme News Team hunt for UFOs, ghosts, mothmen, and other cryptids.
  • Wolf’s Head: Feudal England is a cruel and unfair place. Can you and your not-so-merry band rise up and win the day?