Evil Hat Productions

 

Evil Hat Productions

Personnel News! Excitement!

May 16 2018

We’ve got some exciting personnel news. Like, the kind that deserves sound effects. So let’s get right to it, shall we?

(Drumroll. Cymbal crash. Random frog noise.)

Not sure what that frog’s about, but anyway! First, we’d like to congratulate Brian Patterson! Folks who are Hat-familiar might recognize Brian’s name—it’s on most of our products these days. Brian is our art director, which means he’s in charge of figuring out what the art is going to look like and working with the artist to make sure that happens. (He’s also a mighty fine artist in his own right. Have you seen the beautiful work he did for Greedy Dragons?) Anyway, we’re happy to announce that we’ve promoted Brian to Senior Art Director! He’ll be branching out and adding some supervisory tasks to his day, and we’re exceptionally excited to see him take them on.

(Crowd cheering. Roaring dinosaur. Random frog noise.)

Seriously! Where is that frog coming from? I didn’t order up any frog sound effects.

Um…anyway. Sorry. Was distracted by the frog. Next, we’ve got some news that’s both good and sad. Our very own Leonard Balsera is growing his role as COO and Creative Director of John Wick Presents. First, we’d like to send Lenny our congratulations! This is a big step, and we’re very happy for you!

As a result, Lenny is stepping down as the Fate Line Developer. But fear not! We’ll keep working together on individual projects. He can’t escape the time-turning and mind-bending horrors of Fate of Cthulhu!

Lenny was with us since Spirit of the Century. With many other brave souls, he worked on the original Dresden Files RPG and became the creative director and lead developer on Dresden Files Accelerated. Along the way he did a few small other things too… like being the lead developer on Fate Core, mentoring a whole generation of new writers and developers, and eventually stepping up as our Fate Line Developer.

Stepping up to fill his formidable role is Sophie Lagacé who has already been doing a killer job project managing Fate projects and now will be leading the line!

All the best to you, Lenny!

And congratulations to Sophie, Brian, and Lenny on their new positions. We (and that pesky frog) are super excited and proud to know you.

Uprising

Apr 25 2018
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3-6 13+ 2-6 hours $39.99

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Corruption. Betrayal. Intrigue. Just another day in Paris Nouveau.

In a cyberpunk, dystopian future, the citizens of Paris Nouveau are no more than indentured servants. Virtual reality has come at a cost they can never pay, a tradeoff of freedom for technology. But there are freedom fighters who reject the system, unplugging from the illusion and working to make things right once again. They are La Résistance. Rise up and defy the corporations in Uprising: the Dystopian Universe RPG, set in the same universe as The Resistance, Coup, and One Night Revolution from Indie Boards & Cards.

Uprising is a stand-alone game that uses a customized version of the Fate System. Within these pages, you’ll find:

  • Playsheets for nine character archetypes with tie-ins to the cards found in other Dystopian Universe games
  • New aspect rules to help reflect the intrigue of the Dystopian Universe, where no one is exactly what they seem
  • A new system for secrets—essential to surviving on the mean streets of Paris Nouveau
  • New prep scenes and equipment rules designed to help make downtime active.
  • A streamlined modular system for creating missions, along with sample missions to get you started

The Dystopian Universe RPG: Vive La Résistance!

GAME INFORMATION
Number of players: 3-6
Age of players: 13+
Length: 2-6 hours
Type of Game: Roleplaying Game
Languages Available: English
Product Number: EHP0036
ISBN: 978-1-61317-146-2
Page Count: 308
Format: Hardcover color interior and Digital formats.
Availability: Check here
Game Designer: Anna Meade and Brian Engard

Fate Horror Toolkit

Apr 16 2018
players_info_icon ages_info_icon time_info_icon price_info_icon Fate Adversary Toolkit
3-6 18+ 2-8 hr $20

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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.

Expansion Information

Number of players: 3-6
Age of players: 18+
Length: 2-8 hours
Type of Game: Roleplaying Game Supplement for Fate Core
Languages Available: English
Suggested Retail: $20
Product Number: EHP0039
ISBN: 978-1-61317-149-3
Length: 152 pages
Format: Hardcover Book and Digital Format (PDF)
Release Date: May 21, 2018
Game Designers: Richard Bellingham, Bruce Baugh, Elsa S. Henry, Marissa Kelly, Sarah Richardson, Nick Pilon, Phil Lewis, and Jennifer Lewis

Greedy Dragons

Jan 16 2018
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2-6 8+ 15-30 min $12.99


Mine! All mine!

It’s time to divvy up the dragons’ hoard, but no one wants to share! Can you trick your fellow dragons into leaving you with the most treasure?

Greedy Dragons is a simple but strategic card stacking game. Overlap cards and build Lairs to collect all the gems—and leave your opponents empty-handed!

Play one-on-one or team up with other dragons to maximize your loot. Add the magic ring to the hoard to raise the stakes even higher. There are plenty of options to make for hours of gold-grabbing fun!

Watch out for those greedy, grabby, gem-crazy dragons!

Contains 1 rulebook, 60 Lair cards, 81 Treasure cards, and 1 Start Player card.

Game Information
Type of Game: Card Game
Languages Available: English, Spanish, Italian, German, and French
MSRP: $12.99
Product Number: EHP0035
Game Designer: Dan Dejager
Artist: Brian Patterson
Release date: February 2018

Scum and Villainy

Jan 10 2018
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3-6 13+ 2-6 hours $35

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Scum and Villainy is a Forged in the Dark game about the crew of a spaceship trying to keep flying and make ends meet while bending the iron fisted rule of the Galactic Hegemony. There are heists, chases, escapes, unwise deals, blaster fights, deceptions, betrayals, victories and high adventure among the stars.

We play to find out if our spaceship crew can thrive amidst the teeming threats of powerful criminal syndicates, warring noble families, dangerous aliens, strange mystics, ruins of lost civilizations, and each crewmember’s own foibles and vices.

Gameplay focuses on criminal endeavors called jobs. A session of play usually consists of 1 or 2 jobs, each followed by recovery, downtime projects, and advancement for the the crew and their ship.

In Scum and Villainy, your ship gets its own “character sheet”, earns XP, upgrades, and levels up alongside the characters. As you advance the crew, you unlock new options and abilities for the scoundrels and pick a faction to back in the sector.

Good luck out there! May your ship fly true, and may your blasters never jam.

GAME INFORMATION
Number of players: 3-6
Age of players: 13+
Length: 2-6 hours
Type of Game: Roleplaying Game
Languages Available: English
Product Number: EHP0040
ISBN: 978-1-61317-153-0
Page Count: 368
Format: Hardcover black and white interior and Digital formats.
Availability: Check here
Game Designer: Stras Acimovic and John LeBoeuf-Little

So You Want To Be A Superhero…

Oct 24 2017

A primer on creating a Venture City supers character for Fate


Before You Start

If your gaming group is going to start a new Venture City campaign, then we recommend you follow the guidelines in Fate Core. Sit down together and discuss the setting, decide on the scale of the story, figure out what issues your party will grapple with, and jointly create the major NPCs and locations. Explore the phase trio which gives your characters backstory and connection. We strongly believe this collaborative experience helps set the foundation for an engaging, dynamic campaign.

However, sometimes you just want to play a one-shot or tinker with a new character. That’s where this guide comes in. It assumes you own both Fate Core and Venture City and provides a quick overview of key concepts without going into the weeds of how the system works. And remember: if you really need to make a character quickly, Venture City has a whole set of partially pregenerated characters ready to customize.

The Fundamentals

Ideally you should start by coming up with your character’s high concept (their role in life and the world), their trouble (their personal struggle) and their name. These will be key to playing the game, but maybe you won’t be inspired until you find out what kind of superhero they are. That’s fine, you can come back to this part at any time.

Powers

Most characters in Venture City have one suite of powers. Powers are like a bigger, flashier version of stunts in Fate Core, and they are paid for by using your stunts. Good news: you get three bonus stunts (for a total of six) to help make your character truly super. If that’s not enough juice, you can also reduce your character’s refresh, with each point of refresh equivalent to one stunt. All characters start with a refresh of 3 and can’t go lower than 1.

A power is the basic building block of the Venture City system. It’s the one cool thing that sets your character apart, and the foundation for all the extra effects your hero can do. Let’s take a look at the different attributes of a power.

Basic power: The big, flashy thing your character does. Does she open a dimensional rift and pop across the room? That’s Teleportation. Your basic power costs one stunt.

Enhancements: Optional extra effects that you stack onto your basic power. We decide our hero (lets call her Fermion) can take people with her as she teleports across the street. That’s an enhancement called Collective Teleportation. Each one also costs a stunt. You can improve an enhancement by paying another stunt and bumping the bonus up by +2.

Drawbacks: Every power has a drawback. Fermion’s physical body hypercharges with energy when she teleports and that energy discharges as soon as she appears at her destination, creating an Involuntary Energy Field. Each power has a list of suggested drawbacks but you can also create your own. Drawbacks are free.

Collateral Damage: Each power can be turbocharged for extra potency, with the downside of inflicting collateral damage. You can choose to use this effect at any time to give your abilities a super boost, but it always comes at a cost. In our example, Fermion can teleport to any location in the city that she has seen before (even in photos) but this imprecise maneuver usually ends up with Fermion crashing through something important. She has Jaunt as a Collateral Damage Effect.  Like drawbacks, collateral damage is free.

Special Effects: These are extra-special benefits you can pull off when you succeed with style or score a success and spend a Fate point. Each power gets two special effects from the following list: Forced Movement, Area Attack, Inflict Condition, Extra Movement, Physical Recovery, Mental Recovery, or Extra Action. If you don’t like those you can also create a special effect using those effects as a guideline. It makes sense that Fermion would have the Forced Movement and Extra Movement special effects attached to her power. If you want more than two special effects, you buy two more by spending a stunt.

Improved Special Effects: Not every power has these, but improved special effects work just like a special effect except that they are unique to their power, do bigger stuff, and each one costs a stunt. A character with the Flight basic power, for example, could choose to spend a stunt to gain the Bullrush improved special effect.

Power Synergies: These are other basic powers that naturally fit with the foundational power. This is the best way to add to your suite of powers without giving your character a bunch of drawbacks. Each synergy costs a stunt, and you can also purchase any enhancements that apply to the new power. In addition, when it comes time to pick special effects, drawbacks, and collateral damage effects, you can pull from the list associated with your foundational power or any of the power synergies you’ve added. If we want to give Fermion the hurl spheres of crackling plasma, we could spend a stunt and pick Energy Blast from the synergy list for Teleportation. Keep in mind, you aren’t limited to the list when picking power synergies. If you can justify it and pay the stunt, you can combine Teleportation with Illusion or whatever combination inspires you.

Power Themes: A power theme colors how your power presents itself. You might create little licks of fire when and wisps of smoke when you use your power, or perhaps you trail a streak of sparks around wherever you go. Power themes also have their own set of enhancements, drawbacks, collateral damage, special effects, and power synergies you can choose from when finalizing your character. Your first power theme is free, but any enhancements, special effects, or power synergies cost the same as if you were buying them off. If you want a second power theme, that costs a stunt. In the case of our hero, let’s give Fermion the Electricity Projection power theme: she’s infused with electrical energy and whenever she uses her power she creates sparks and bolts of lightning.

Here’s a quick breakdown of the various power elements and their costs:

Power Attributes and Cost

Attribute Cost Notes
Basic Power 1 stunt The fundamental root of your hero’s power.
Enhancement 1 stunt Can boost the potency by buying the same enhancement multiple times
Drawback Free You can’t take multiple drawbacks to offset other costs.
Collateral Damage Free The GM gets to determine the exact nature of the collateral damage each time you use it.
Special Effects First two free, 1 stunt per two thereafter Occur when you succeed with style or when you roll a success and pay a Fate point.
Improved Special Effect 1 stunt Work like special effects, but pack a bigger punch.
Power Synergies 1 stunt Gives you an additional power without an additional drawback. Expands the list of enhancements, drawbacks, collateral damage, and special effects you can choose from.
Power Themes First one free, 1 stunt for each thereafter Expands the list of enhancements, drawbacks, collateral damage, and special effects you can choose from.

Finishing Touches

Once you’ve picked your hero’s suite of powers, only a few things remain:

1) Pick and rate your characters skills. You get one Great (+4) skill, two Good (+3) skills, three Fair (+2) skills, and four Average (+1) skills. All other skills Mediocre (+0) by default, unless they’re considered unavailable if the character didn’t take it.

2) Pick any additional stunts, if you have some left. This is optional, you can just pick one and leave the others open to discovery during play. However: those three bonus stunts we gave you earlier? They have to spent on powers.

3) Determine your character’s refresh. Your player character starts with a refresh of 3 unless you spent refresh to get additional powers and effects.

4) Determine stress. By default each Venture City character has two boxes in each physical and mental stress track unless they have skills or powers that modify this number.

If you skipped over defining your hero’s high concept, trouble, or name, you should revisit that now. Heroes without problems or a guiding principle are boring.

And that’s the overview of the core concepts at work in Venture City! Inspired to make your own hero? Grab a copy of the full hardcover book here or order through your FLGS. You’ll also want a copy of Fate Core if you don’t already have one. Now don your cape, grab on of our form-fillable PDF character sheets, and get out there. Venture City needs you!

A Spooky Selection of Fate Worlds for your Halloween Home Game

Oct 13 2017

Since it’s Friday the 13th, we thought we’d share a few of our games and Fate Worlds of Adventure that are just ripe for a special Halloween one-shot. Most are quick reads featuring a ready-to-run sample adventure.

Blood on the Trail sets vampires loose in an alternate history of the Wild West. Your explorers must deal with weather, sickness, wild animals, and… the bloodthirsty undead. It’s American Vampire meets Oregon Trail.
(PDF – Pay What You Want)

 

For a sci-fi bent, Ghost Planets sends members of the highly-skilled Xenohistory Corps off into the far reaches of the galaxy to investigate the mysterious Sigma Event which wiped out vast swathes of alien civilizations. Is humankind next?
(PDF – Pay What You Want)

 

The zombie apocalyse has come! …and gone. Still, someone has to keep the undead in line. In Morts, you’re a Mortician facing down the undead for minimum wage with a shotgun, a couple chintzy rituals, and a chewed up leather jacket.
(PDF – Pay What You Want)

 

For something a bit more whimsical, check out Loose Threads. On the edges of fairy tales live the forgotten misfits of the Company – the collateral damage of someone else’s Happily Ever After. Travel the In-Betweens and help other fairy tale characters who need rescuing from ogres, reversing of curses, and freedom from the evil clutches of bandits.
(PDF – Pay What You Want)

 

When evil is on the rise, the Parliament of Cats stands ready to fight it. The Secrets of Cats depicts a world where the only thing standing between safety and the wrath of a foul Cthulhoid horror is the neighborhood stray and her pack of fellow feline guardians!
(PDF – Pay What You Want)

 

Straw Boss is our latest Fate World of Adventure where the Scholars of the Hieroglyphical Monad bind the Bad Things into service in order to prevent the real world from crumbling into ancient evil. Fight to preserve Who You Think You Are as you tap the eldritch powers of The Thing Inside!
(PDF – Pay What You Want)

 

Walk the twisted alleys of Mad City in Don’t Rest Your Head, a game of nightmares and insomnia, madness and exhaustion. The Paper Boys are closing in, and you’d better pray you don’t become a headline. There’s just one simple rule: Stay Awake. Don’t Rest Your Head.
(PDF – $5)

 

If shows like Supernatural, Buffy the Vampire Slayer, or The X-Files inspire you, grab a copy of Monster of the Week. Based on the popular Apocalypse World RPG, this standalone action-horror RPG contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons.
(PDF – $12 or $25 Print + PDF )

Finally, if you’re just looking to enjoy a night of spooky boardgaming, check out Don’t Turn Your Back. Set in the sinister world of Don’t Rest Your Head, this combination worker placement and deck building game sets you loose on the streets of Mad City to extract dreams, buy favors from Nightmares, and compete for the Wax King’s favor, and the ultimate prize…escape! (Print – $40)