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Super Genius Games is proud to present our first release for the Pathfinder Roleplaying Game: The Shaman.

The Shaman is a passionate follower of a path that often lies at an oblique angle to the pursuits of other people. While the pursuit of wealth, knowledge, and creature comforts drives most people, the shaman has an insight into a world where the primary ambition is to help others, and in doing so, to progress towards a personal state of heightened spiritual awareness.

This book presents for the first time the Pathfinder RPG version of the Shaman, first introduced by OWC for 3rd edition. Updated and expanded, this book provides rules for creating Shaman characters and interacting, binding, and commanding the spirits that exist everywhere.

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Super Genius Games is proud to announce a new line of products for use with the Pathfinder RPG. The Genius Guide series of products are short electronic books that feature new templates, classes, spells, prestige classes and/or magic items. For use by players and GMs, each Genius Guide is low-priced and ready to be dropped into your game.

This release introduces the Harrowed. These creatures are mortal beings whose connection to the world around them has been removed through use of the "Harrow" spell. When first encountered they may appear to be undead, and even most experienced groups will be surprised when the party cleric attempts to turn them and fails. Harrowed are a fun way for GMs to throw a new type of creature against players who have become jaded with the typical monsters found in most adventures. Harrowed can also be the focus of adventures after a player finds a loved one the subject of the spell and now must quest in order to find a way to reverse it.

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Adventurer's Atlas: Outpost Qether is a generic location set on the borders of any two nations with a tense relationship. The outpost is home to all sorts: traders, criminals, farmers, and military men. It's a place where hope is fading fast now that distant rulers have decided that the fifty-year-old installation has outlived its usefulness. Unless someone finds a good reason for the outpost to remain, it will be shutdown.

Recently however, local scouts have returned with news: hobgoblins have set up a small post to the east and are digging for...something. Perhaps it might be just the thing to give the outpost reason to exist. All they need now is a party of adventurers to find out what's going on over there.

Outpost Qether is designed to serve as a starting point for new plots, campaigns, or even single adventures. Included with the basic setting information is an adventure for characters of level 1-3, where the PCs will investigate a secret hobgoblin camp approximately one day’s march from the Outpost.

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As this adventure begins, an experimental U.S. aircraft has gone down over Antarctica. Was the plane shot down by Skorpion, or did the weather cause the crash? Only once you brave the Winter Kill can you find out!

In this Mission Pack, PCs take the role of Strike Force 7 operatives sent to the Antarctic to complete a two-fold operation:

  1. Find and rescue any surviving pilots.
  2. Discover the cause of the crash and deal with Skorpion and or any foreign powers.

The mission must be completed within 24 hours or the weather will kill any survivors and greatly increase the likelyhood of enemy nations discovering the downed aircraft.

This Mission Pack is a challenging adventure for use with Savage Worlds. Players must use all of their skills and wits to survive one of the most inhospitable climates in the world!

This product includes:

  • A detailed adventure complete with time frames and plot movers.
  • Six pregenerated Strike Force 7 characters so you can get into the action at the drop of a hat.

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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

High Concept: Eight feats designed to augment the options and utility of death knights (from The Genius Guide to the Death Knight), or any death-themed combatant (characters with classes that have death in the class name, have an archetype with death, killer or slayer in the name, or that grant access to the death or repose domains or true death inquisition—using their appropriate class levels as death knight levels for prerequisites) or character that has already taken a feat with “death” in the title (then using character level as death knight levels for prerequisites).

The eight feats included are:

  • Beyond the Pale Gate: Those you kill are unlikely to return to life.
  • Death Dealer: You are a master of delivering death blows.
  • Death Lord: The magic powers of death respond strongly to your call.
  • Death Resistance: You are resistant to the powers of death.
  • Deathly Wounds: The injuries you deal cannot be easily healed.
  • Grave’s Embrace: Your grasp is still and cold as the grave.
  • Lingering Spirit: Killing you does not stop you.
  • Reaper: You swing your weapons in great scything arcs.

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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

High Concept: Seven feats designed to augment the options and utility of shamans from The Genius Guide to the Shaman. If shamans aren’t used in your game, these feats can instead be used by classes that have the shaman class name or archtype, with any feats that grant bonuses to spirit companions applied instead to animal companions or cohorts.

Note: For the purposes of the feats below, a spirit is any creature with the incorporeal subtype.

The seven feats included are:

  • Ghost Sight: Spirits cannot hide from your attacks.
  • Rebuke Spirit: Focusing your anger, you can damage all spirits around you.
  • Spirit of the Ancestors: You have a spiritual tie to a great shaman from the past and the spirit totem they were allied with.
  • Spirit of Retribution: As a final act of vengeance, your spirit companion deals damage to the enemy that destroyed it.
  • Spiritual Blessing: Your connection with the spirits allows you to bolster nearby allies.
  • Spiritual Eyes: Your spirit companion grants you superior perception.
  • Strength of the Spirits: Your tie to the spirits around you can strengthen your mind and willpower against hostile magics.

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Strike Force 7 is America’s highly trained anti-terrorist force. Its purpose: To defend the world from the forces of Skorpion: a highly trained, well-equipped, and mysterious terrorist organization bent on world conquest! Take on the role of the rugged marine, former special ops member, top of his field computer expert, or even the mysterious ninja who now works for Uncle Sam. Skorpion isn’t going to stop any time soon and neither will Strike Force 7.

Strike Force 7 Airdrop is a line of very short, cheap PDFs giving the bare bones of a set of related options. It does for rules what One Sheets do for adventures. It might be new Edges, Hindrances, Equipment, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for COs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then the airdrop.

High Concept: Five new pieces of equipment to help members of Strike Force 7 retaliate against agents of Skorpion. Or vice-versa.

The 5 new pieces of equipment are:

  • Khepri Bombs: These small metallic insects resemble the scarab beetles sacred to the ancient Egyptians and are a new tool now being used by Skorpion infiltration agents.
  • Masks of Nephthys: The result of decades of secretive research by Skorpion R&D, the Mask of Nephthys is a nanite gel that allows the user to assume the appearance of another person.
  • Metal Vapor Torch Gloves: These gloves generate a small blade of flame in the palm of each hand that can slice through a half-inch steel bar in less than a second.
  • Phoenix Attack Cycle: This Skorpion motorcycle is not only equipped with four H&K MP7 submachine guns, but upon command the cycle can also split into six rocket propelled missiles!
  • XM40 “Zeus” Enhanced Sniper Rifle: Developed exclusively for Strike Force 7, the XM40 sniper rifle is the most powerful, versatile, and effective sniper rifle ever developed. It's unique targeting system allows the sniper to guide the round fired around corners or others forms of cover.

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Written by industry veterans Owen K.C. Stephens and Stan!, this book contains new base classes, spells, and feats including:

  • The Shadow Assassin—a master of secret combat techniques who singles out foes and strikes them down from the shadows
  • Feats of Battle—gimmicks and tricks to help your combat specialist stand out from the crowd
  • Ice Magic—spells and character options that makes cold spellcasters as versatile and dangerous as any fireball-flinger
  • The War Master—a martial warrior who is a leader of men... but maintains his own ability to kick some ass
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Equipping low-level characters in the Pathfinder Roleplaying Game can be a little dull—they have limited resources, and magic items cost a lot of gold. Written by industry veterans and Pathfinder contributors Owen K.C. Stephens and Stan!, this book contains an incredible array of permanent magic items each of which costs 2,500 gp or less.

The Loot 4 Less books are some of the best-selling digital Pathfinder Roleplaying Game support products. As PDFs, they have been featured on RPG Countdown and the best sellers lists of Paizo.com and OneBookshelf.com.

Loot 4 Less: Things That Make You Go Boom collects the first three volumes (Armor and Weapons, Pretty, Pretty Rings, and Hot Rods) and makes them available as a collection for the very first time.

Isn’t it time you loaded up on some loot?

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There is trouble in Bethlehem....

Thousands of crows have taken roost in the woods surrounding Bethlehem, NH, mercilessly attacking anyone who tries to enter the forest. The human population is outnumbered more than ten-to-one, and the birds are growing more bold every day. Can the investigators solve the mystery behind this unnatural infestation? Can they save the town of Bethlehem from a disaster of biblical proportions?

Murder of Crows contains everything a Call of Cthulhu group needs for an evening's worth of Mythos-inspired fun, including pregenerated characters. It is the first in an innovative new series of Call of Cthulhu scenarios and supplements from Super Genius Games.

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That Which Lies...

Deep in the New England woods lies a perfectly circular chasm plunging hundreds of feet into the earth. Is it a marvel of nature or the remnant of some ancient maleficence? As the investigators explore the depths of this haunted pit they face geologic dangers, bizarre subterranean creatures, and a message from the dawn of time. Will they find the courage to overcome The Doom from Below?

The Doom from Below contains everything a Call of Cthulhu group needs for an evening's worth of Mythos-inspired fun, including pregenerated characters. It is the second in an innovative new series of Call of Cthulhu scenarios and supplements from Super Genius Games.

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Tricks, Not Treats...

The Autumnal Costume Fete fills sleepy Five Lanterns, RI with outlandish garb sewn by the country's best costumers. This year, some of the outfits seem a little too real... and their designer will go to any length to keep his identity secret. A rash of missing children, the discovery of unholy texts, and gibbering lunatics wandering the streets, hide the true menace as it reaches for its blasphemous goal. Can the investigators solve these disparate clues in time to stop the Midnight Harvest?

Midnight Harvest contains everything a Call of Cthulhu group needs for an evening's worth of Mythos-inspired fun, including pregenerated characters. It is the latest in an innovative new series of Call of Cthulhu scenarios and supplements from Super Genius Games.

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You'll Never Read Lovecraft the Same Way Again...

Ten years ago, the sinister forces at work in Brooklyn's Red Hook neighborhood coalesced in the events described in the short story: "The Horror at Red Hook." The abductions, child sacrifices, and public downfall of the previously reclusive and well-respected Robert Suydam were big news at the time, but a decade later those demonic events are nearly forgotten. Only two living people know what really happened that night in Red Hook when devils and demons walked the Earth--an agoraphobic retired police detective named Malone and a very special young girl who wasn't even born when the events took place.

H. P. Lovecraft's imagination has terrified and entertained millions since his stories were first published nearly a century ago. As the inspiration for the Call of Cthulhu roleplaying game, Lovecraft's work has inspired countless hours of game play for investigators and Keepers around the world. Few of those adventures have directly engaged Lovecraft's stories themselves, but those that have offer an extra thrill--a bit of majesty borrowed from the master. The After Lovecraft line of adventures seeks to offer players and Keepers scenarios that directly build upon Lovecraft's tales, where the investigators themselves read Lovecraft's stories in game, as part of the adventure itself.

After Lovecraft: The Cold Case of Robert Suydam contains everything a Call of Cthulhu group needs for a few evenings of Mythos-inspired fun, including pre-generated characters and the entire text of Lovecraft's short story "The Horror at Red Hook." It is the latest in the innovative line of officially licensed Call of Cthulhu scenarios and supplements from Super Genius Games.

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Help Is Here... For a Price

It's a lonely life investigating grisly affairs and confronting unnamable horrors, and it requires all sorts of materials that can't be bought at the corner store as well as information that isn't found in mass-market publications. Sometimes it seems like an investigator is all on his or her own, with no one to turn to for advice, assistance, or just fairly priced goods of a specific nature. But if you wander down the right back alley, you may be surprised what you find.

A Peculiar Pentad presents five shops that every investigator may want, or need, to visit: a rare book store where the proprietor quotes from texts that were supposedly lost to the ages; a repair shop whose owner can get any mechanical device, no matter where or when it was made, functioning as good as new—probably better; a private social club that caters to those who have seen things no human ever should, and more.

Written by a quintet of fan-favorite and award-winning game designers including Jeff Grubb, Gwendolyn F.M. Kestrel, Jeff Quick, John D. Rateliff, and Thomas M. Reid, A Peculiar Pentad is the first in a series of sourcebooks designed to provide resources and inspiration to Call of Cthulhu players and Keepers alike.

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It's Halloween in an election year. New Yorkers prepare to celebrate with masked revels and parades, while the city's powerful hold fund raisers and give speeches. Business as usual in the Modern Gomorrah, but when someone or something hunts New York's streets, eviscerating stray animals, slaying the homeless where they huddle, and stealing women from shelters—it threatens a councilwoman's reelection bid.

Dangerous occult texts missing from the massive 5th Avenue Public Library, mad politicians hiding in their posh Park Avenue apartments and a new Egyptian exhibit premiering at the Metropolitan Museum this Halloween embroil the investigators in a secret war for access to the halls of power. From New York's high society to her mean streets, stalked beneath Times Square's busy lights by Things Man Was Not Meant to Know, the investigators must swiftly unravel a bloody skein of occult clues and confront the power behind the killings—or this Halloween may prove their last.

Snows of an Early Winter is a stand-alone Call of Cthulhu adventure set in modern day New York City. It contains everything a group needs for two or three evenings of investigation and horror, including the scenario, pre-generated characters, handouts and is 116 pages! It is the latest in the innovative line of officially licensed Call of Cthulhu scenarios and supplements from Super Genius Games.

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Time is something we all understand on an instinctive level, at least to a degree, but few of us have ever tried to define. Time has been called the 4th dimension, nature's way of making sure everything doesn't happen all at once, and a philosophical construct to allow for the comparison of...

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Super Genius Games is proud to present our first release for the Pathfinder Roleplaying Game: The Shaman. ... The Shaman is a passionate follower of a path that often lies at an oblique angle to the pursuits of other people. While the pursuit of wealth, knowledge, and creature comforts drives...

Our Price: $0.99

Add to Cart

Super Genius Games is proud to announce a new line of products for use with the Pathfinder RPG. The Genius Guide series of products are short electronic books that feature new templates, classes, spells, prestige classes and/or magic items. For use by players and GMs, each Genius Guide is...

Our Price: $2.99

Add to Cart
2.00/5 (based on 1 rating)

Adventurer's Atlas: Outpost Qether is a generic location set on the borders of any two nations with a tense relationship. The outpost is home to all sorts: traders, criminals, farmers, and military men. It's a place where hope is fading fast now that distant rulers have decided that the...

Our Price: $9.99

Add to Cart

As this adventure begins, an experimental U.S. aircraft has gone down over Antarctica. Was the plane shot down by Skorpion, or did the weather cause the crash? Only once you brave the Winter Kill can you find out! ... In this Mission Pack, PCs take the role of Strike Force 7 operatives sent to...

Our Price: $1.00

Add to Cart
5.00/5 (based on 1 rating)

Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't...

Our Price: $1.00

Add to Cart
3.00/5 (based on 1 rating)

Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't...

Our Price: $1.00

Add to Cart

Strike Force 7 is America’s highly trained anti-terrorist force. Its purpose: To defend the world from the forces of Skorpion: a highly trained, well-equipped, and mysterious terrorist organization bent on world conquest! Take on the role of the rugged marine, former special ops member, top of...

4.00/5 (based on 3 ratings)

Written by industry veterans Owen K.C. Stephens and Stan!, this book contains new base classes, spells, and feats including: The Shadow Assassin—a master of secret combat techniques who singles out foes and strikes them down from the shadows; Feats of Battle—gimmicks and tricks to help your...

List Price: $13.99

Sale Price: $6.99

Add to Cart
3.50/5 (based on 2 ratings)

Equipping low-level characters in the Pathfinder Roleplaying Game can be a little dull—they have limited resources, and magic items cost a lot of gold. Written by industry veterans and Pathfinder contributors Owen K.C. Stephens and Stan!, this book contains an incredible array of permanent magic...

3.00/5 (based on 1 rating)

There is trouble in Bethlehem.... ... Thousands of crows have taken roost in the woods surrounding Bethlehem, NH, mercilessly attacking anyone who tries to enter the forest. The human population is outnumbered more than ten-to-one, and the birds are growing more bold every day. Can the...

5.00/5 (based on 2 ratings)

That Which Lies... ... Deep in the New England woods lies a perfectly circular chasm plunging hundreds of feet into the earth. Is it a marvel of nature or the remnant of some ancient maleficence? As the investigators explore the depths of this haunted pit they face geologic dangers, bizarre...

5.00/5 (based on 1 rating)

Tricks, Not Treats... ... The Autumnal Costume Fete fills sleepy Five Lanterns, RI with outlandish garb sewn by the country's best costumers. This year, some of the outfits seem a little too real... and their designer will go to any length to keep his identity secret. A rash of missing children,...

1.00/5 (based on 1 rating)

You'll Never Read Lovecraft the Same Way Again... ... Ten years ago, the sinister forces at work in Brooklyn's Red Hook neighborhood coalesced in the events described in the short story: The Horror at Red Hook. The abductions, child sacrifices, and public downfall of the previously reclusive and...

4.00/5 (based on 1 rating)

Help Is Here... For a Price ... It's a lonely life investigating grisly affairs and confronting unnamable horrors, and it requires all sorts of materials that can't be bought at the corner store as well as information that isn't found in mass-market publications. Sometimes it seems like an...

5.00/5 (based on 2 ratings)

It's Halloween in an election year. New Yorkers prepare to celebrate with masked revels and parades, while the city's powerful hold fund raisers and give speeches. Business as usual in the Modern Gomorrah, but when someone or something hunts New York's streets, eviscerating stray animals, slaying...