A Science Fiction Setting for Savage Worlds
Helbine is a Savage Worlds setting book ready for your game group. Inside you’ll find all the lore, history, and people you need to set your game in a sc...
Holler is a roleplaying game of adventure, rebellion, fairy tale, and gothic horror in Appalachia.
In Holler, the mysterious "Big Boys" own the mines, mills, and logging operations. They rule ove...
Holler is a roleplaying game of adventure, rebellion, fairy tale, and gothic horror in Appalachia.
In Holler, the mysterious "Big Boys" own the mines, mills, and logging operations. They rule ove...
A large, 30" x 24" double-sided laminated map for use with miniatures or our Holler Pawns. They are marked with a light one inch grid, perfect for Savage Worlds. These heavy stock, dry and wet eras...
In the City of Sevenscore Thousand Smokes, danger lurks down every dark alley. Sinister sorcerers summon terrible forces in their crumbling towers. Treacherous rogues of the Thieves’ Guild prowl th...
In the City of Sevenscore Thousand Smokes, danger lurks down every dark alley. Sinister sorcerers summon terrible forces in their crumbling towers. Treacherous rogues of the Thieves’ Guild prowl th...
Villains rise after the heroes fall!When all the super heroes of the world are blown to kingdom come by an army of invading aliens, who will save the day? The only forces left to take on the alien ...
The villainous resistance of New York City was one of the last to hold out against the alien invasion. The evil v’sori responded by placing the island of Manhattan beneath an unbreakable energy fie...
A Galaxy of Trouble!When all the super heroes of the world are blown to kingdom come by an army of invading aliens, who will save the day? The only forces left to take on the alien menace are the c...
54 oversized 3.5″ x 5″ playing cards to help keep track of the action around the table featuring art from Necessary Evil, perfect for your superhero (or supervillain) games. The Action Deck is used...
Villains rise after the heroes fall!When all the super heroes of the world are blown to kingdom come by an army of invading aliens, who will save the day? The only forces left to take on the alien ...
Themed for Necessary Evil, these heavy metal coins add drama (and weight) to your supers games. 5 metal tokens.
Necessary Evil requires the Savage Worlds core rules and Super Powers Companion to play.
Beautiful art, illuminating tables, and a cunning shield to hide your nefarious plans behind. What could be better? How about a 32-page adventure for Four-Color characters set on Earth: The Return ...
Map Pack 1 features two Cosmic Battlegrounds. These alien arenas are for use in your epic confrontations. One side features the approach to an asteroid-riddled space base, the other a secret super-...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '