#RPG Ars Goetia – Faust’s Footsteps – OSR Ritual Magick

This is a Chronicle City release.

Get the PDF HERE.

The Ars Goetia is the summoning and binding of spirits, demons, to the service of the ritual magician, granting them powers and gifts beyond the ken of mortal men. Derived from the Lesser Key of Solomon the Ars Goetia describes the arts to summon and bind the seventy-two demons bound by that ancient sorcerer.

Beware though, for the slightest mistake in the process and you may be cursed, harmed, bound to the demon’s service yourself or dragged – screaming – down to hell.

This kind of magick and its practitioner, the Ritual Magician, may be more thematically suited than conventional ‘D&D’ style magic for a pseudo-medieval or renaissance era game.

The book includes…

  • The Ritual Magician – A new character class.
  • A brief lesson on ‘Olde English’ typography.
  • Familiars.
  • The summoning and binding process.
  • A d666 table for the consequences of crossing a demon.
  • The 72 demons of the Lesser Key of Solomon divided by rank, with the powers they can confer.
  • Sigils and insane illustrations from the Goetia and Dictionairre Infernale.
  • Compatible with OSR games, most especially Lamentations of the Flame Princess.

Machinations of the Space Princess, RELEASED!

Machinations of the Space Princess is a Science-Fantasy role-playing game. That means it’s very much about style over substance, mixing science-fiction, magic and
psionics in a game world that owes much more to Metal Hurlant and Star Wars than it does to 2001 or Bova’s Grand Tour. This is a game of strangeness and fun, of space
pirates and beautiful alien princesses, of living planets and robot hordes, of blasters at noon.

This is…

Sexy, sleazy, swords and sci-fi!

A full game combining old and new school thinking, packed with GM and player advice and with simple tools for creating your own monsters, adversaries, weapons, armour, ships and alien races.


This is the PDF only, the hardcopy will not be available until after the IndieGoGo sponsors have been sent their copies.


OSR Weird Monster: The Encyclopede


Pic from HERE

The ancient Magus Wars – though they go by many other names – have left many scars on the landscape. From enchanted ruins to luminous swamps, from gibbering aberrations to floating islands. During the wars the squabbling wizards created many servants, from the Brass Soldiers of Ludum Quat to the Invisible Hornets of Chung the Impeccable. Not every servant was built for war though and servants were made as cooks, handymen, workers, even curators.

The Encyclopedes were born in the laboratories of Dakram Findspell, more librarian and alchemist than true wizard. Obsessed by the gathering and collation – rather than the use – of knowledge he created the Encyclopedes to maintain and order his vast library.

After his death the Encyclopedes took on a life of their own and continue to gather information – especially spells – wherever they can. They create caches of knowledge and magic and devote their entire existence to it, to the point where they will happily suck the knowledge from a man’s skull to add to their own.

Encyclopedes knows almost everything and deep in their holdings they maintain a magical book of stupendous size. Each colony has one and – magically – it shares knowledge with all the other books and Encylcopedes throughout the world and the other planes of existence.

Encyclopedes gain an almost sexual degree of pleasure from correcting someone of their false information. They are insufferably smug, gigantic – the size of three people – and painfully arrogant.

It is said you can read their tome, after a fashion, their language is not discernible to any other being, but in the act of trying to read it you can gain the truthful answer to any single, answerable question. Reason enough for people to seek to Encyclopede’s out for trade – or theft.

Armour Class: 16
Hit Dice: 6d8 (Hp 27)
Movement: 180′, Encyclopedes can move at this speed on walls and ceilings as well as floors.
Attacks: 1 (+6 attack, 1d4 damage + Poison)
Damage: 1d4 + Poison that causes 1 permanent points of Intelligence loss.
Morale: 7
Special Abilities:
Can climb walls and ceilings automatically with no loss of speed.
Bite requires a Save Vs Poison or the victim loses 1 point of Intelligence permanently.
Encyclopedes can cast Bookspeak, Comprehend Languages, Detect Magic, Identify, Mending and Read Magic at will, as though a 6th level Magic User.
Encyclopedes can use scrolls.

The Daughter Knives of Badb

KONICA MINOLTA DIGITAL CAMERAA bone blade with no sign of having been worked. The daughter blades are pulled from the bodies of the slain, bodies that – if left unburied – twist and change in cancerous growths becoming little more than a tumour of lamenting bone and flesh, a fate worse than death itself.

From the bodies of the slain grow new blades like spurs that emerge from the flesh. One who grasps the knife by the blade and pulls it free becomes its master or mistress. 1d4 blades will ‘fruit’ from each kill.

The blades are unbreakable, unnaturally sharp and tainted by dark magic. They also carry a strong compulsion to… breed.

The daughter knives have +1 to hit, +1 to damage and do 1d5 (1d10 halved rounding up) damage.

large the thing blu-rayx2Legend has it that there is a mother knife, the origin of all the blades that have since followed, one far more powerful. If such exists the Mother Knife would have +3 to hit, +3 to damage and would do 1d8 damage, despite still being a mere knife.


Machinations: A Killer Character

A very early/rough draft of  an example character. Everything’s still up in the air at the moment and open to comment/change/query.

Name: Strulie Jain
Class: Killer (bounty hunter)
Level: 1
Race1: Human: Adaptable +1 Skill
Race2: Human: Adaptable +1 Skill
Race3: Robot: Steel Hard +1 Armour

Hit Points: 5
Close Attack: +2
Ranged Attack: +2
Defence Class: 17 (+2 from Dexterity, +3 from ColTech personal shield)
Armour: Armoured Dynim longcoat d4+1

Strength: 14 +2 Close Attack/Damage
Dexterity: 15 +2 Defence Class, +2 Ranged Attack/Damage
Constitution: 14 +2 Hit Points
Intelligence: 8 -1 Skill
Wisdom: 10 +0
Charisma: 5 -3
Comliness: 11 +0

Power: 7
Reflexes: 7
Toughness: 8 (+1 from being Level 1)
Logic: 4
Spirit: 5
Charm: 2
Looks: 5

General Skills
Architecture: 1
Climb: 1
Languages: 1
Search: 2
Sleight of Hand: 1
Stealth: 2
Survival: 2
Tech: 1

Combat Skills
Dual Wield: 3 (Killers get 3 combat skill points)
Sneak Attack: 1

ColTech personal shield (+3)
Dynim Longcoat (D4 armour)
Twin DenRai Blazer pistols – d8+2 damage
Twin FracShun Gunblades – d4+2 damage
Basic Cyberarm
Basic Cyberleg
Basic Cybereye
Wrist Computer

Machinations: We Deliver

Ideas are one thing, but if you’re going to back a project you need to know that what you’re backing will see the light of day. Not being American it is hard for me to ‘big myself up’ but let’s try…

I’ve been writing RPGs professionally since 1998-1999 and have been full time doing my own thing since around 2003/2004. In that time I have produced a lot of freelance work for companies including SJG, C7, WotC and more. I have also published a huge amount of games of my own devising with supplementary material and have mentored a couple of new games writers as well.

If you followed my previous fundraising project, ImagiNation then you know I can get it done. That game is written, edited and only waiting on a couple more pieces of art before it comes out (hopefully next week). The generic version of the system behind that – The Description System – should also be coming out around the same sort of time.

Even while working full time on a novel I’ve managed to turn out several ‘Fistful of Fantasy’ RPG adventure seed booklets. Basically, what I’m saying is that I can ‘get shit done’ and I normally get it done on a shoestring. Give me a decent amount of money to work with (and I count a grand as that) and something wonderful can be accomplished.

As to Satine? I’ve wanted to work with her for some time based purely on the quality and strong graphical style of her sensuous art. She sketched out a rough of the Machinations cover while on a plane back from a holiday. She’s not only wonderfully talented but is also, clearly, a hard an motivated worker and I’m confident in her being able to deliver the art that we need.

We deliver.

You just have to order.


Machinations: Updated Fundraiser Page!

We’ve updated the fundraiser page with some new perks (there may still be a few more to come but we’ll handle changing your pledge reward for you if you want to change or double/triple up).

Things will kick into even higher gear starting next week with more notes, a pitch video and more to tempt and tease. I’m also hoping to get some blog and podcast interviews going and otherwise I’m available across social media and in this blog to field people’s questions about the game.

Meanwhile, here’s a few little word-pictures, tasters, ideas:

A pirate ship spreads its solar sails and sweeps out of the sun, blasting at a convoy of golden, glinting traders.

The white-furred bandit queen receives you in the icy inner chamber of her comet fortress. Airs and graces that bely her vicious whims.

The ship crashed. Your suit’s batteries failed. The bloodsucking thorns tore at your flesh and your shipsuit. Ragged and bloodied you are down to your diamond-knife and your disintegrator pistol, on half charge. Then you hear the shriek of a beast…

Gorlakk slides the packet of tyon powder across the desk, distracted by the three-breasted girl dancing in the zero-gee bubble. “You get that sold and I’ll give you your in with the Marquis.”

The gunfighter fixes her opponent in the range-finding gaze of her cybernetic eye. When the mass-lift fires they draw, but what he doesn’t know is that the gun on her bare hip is a decoy. The real gun is built into her gunmetal right-arm.