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Prowlers & Paragons Ultimate Edition

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Prowlers & Paragons Ultimate Edition

THE WORLD NEEDS HEROES!

Prowlers & Paragons Ultimate Edition includes everything you need to create unique superheroes and play exciting stories right out of comic books and movies. Within these pages you’ll find countless powers and power options, extensive rules for gear, vehicles, and even headquarters, a massive assortment of animals and non-player characters, and extensive guidance to help gamemasters run the most engaging superhero games possible. Last but not least, this book includes 38 ready-to-play characters, heroes and villains.

Prowlers & Paragons Ultimate Edition was designed to be highly flexible, allowing you to play anything from street-level vigilantes to high-flying paragons with godlike abilities; from gritty hard-boiled detective stories to four-color cartoon adventures. This edition expands the original to allow for many more options while also streamlining the rules and making the game even faster and easier to run. Prowlers & Paragons Ultimate Edition is the only roleplaying game you need to run any kind of superhero adventure you can imagine.

In 2013, when the world needed heroes, you answered the call. You and your allies were all that stood between light and darkness, good and evil, right and wrong. You fought valiantly and sacrificed dearly. And you saved the day. But ignorance, greed, and tyranny never sleep. Once again, the world is in peril, Hero. Once again, the world needs you to…

TAKE A STAND! JOINT THE FIGHT! BE A HERO!

Evolved from 2013's beloved Prowlers & Paragons game (found on several Top Ten lists of supers games), Prowlers & Paragons Ultimate Edition is Len Pimentel's (Hughesville High, TNT, Six-Gun Fury) masterwork, with extensive design support from Sean Patrick Fannon (Freedom Squadron, Savage Rifts, High Tech Enemies, The Mutant File). The two of them love superhero gaming, and you will love what they've done with this system.

THE BASICS: Roll a handful of six-siders, count the evens (6s count double!), and describe a comic panel or cinematic moment that puts your friends in the scene.

P&PUE features:

  • Easy, intuitive game mechanics with just enough crunch to be truly fun to play!
  • Player-empowering narrative and shared descriptive experiences reflecting the best of 21st Century game design!
  • Fast and fun, character creation allows any concept you can imagine, any power set you might wish to play with.

"P&P is a smashing amount of superheroic fun that I've enjoyed playing. And did I mention fistfuls of dice? If you like a game that's fast-moving and gives you the feel of your favorite comic-book heroes, P&P delivers. " - Steve Peterson, co-designer of Champions

I really had a fine time with the playtest. It offers a really interesting balance between flexibility and customization for character creation. And it is rich in detail without feeling like a miniatures game for combat. The highest compliment I can pay is that if we were designing Champions today, there are several ideas I’d have liked to steal wholesale.” - Ray Greer, writer & designer for Hero Games, Steve Jackson Games, and many others

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Pinnacle City's Most Wanted

A modern city for a modern age, a super city for a super world, home to some of the world’s most beloved heroes, some of its most nefarious villains, and so much more.

Pinnacle City’s Most Wanted is the first sourcebook for Prowlers & Paragons Ultimate Edition, the superhero roleplaying game. Villains are the core of this book. Within these pages you’ll find 48 of the world’s most notorious ne’er do wells, ready to unleash their evil schemes on your game world and wreak havoc at your table. From street-level muscle to cosmic world-killers, Pinnacle City’s Most Wanted has something for your game.

But these aren’t just villains, they’re Pinnacle City’s Most Wanted. In addition to providing you with stats, background information, and unique story ideas, each villain’s entry includes a description of some relevant part of Pinnacle City or the greater Pinnacle City Universe (PCU), taking you from the tenements of Bricksville to the bustling heart of Downtown Pinnacle City to the extravagant penthouses of Parkview and beyond, even into the Astral Plane or the Galactic Core! Use these locations as they are or tweak them to fit your game world.

While villains make up the majority of this book, Pinnacle City’s Most Wanted has more to offer anyone looking to run Prowlers & Paragons Ultimate Edition. This volume also includes an assortment of new Extras, information about secret groups, organizations, and locations in the Pinnacle City Universe , and even describes a number of cosmic entities that may seek to help or hinder the heroes.

And for those times when you and your friends want to take a walk on the wild side, Pinnacle City’s Most Wanted even includes rules for playing the bad guys.

Whether your game is going to involve star spanning superheroes, street level vigilantes, or anything in between, Pinnacle City’s Most Wanted has something for you. So let us be the first to say…

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Blood & Justice: Welcome to Nocturne

Blood & Justice: Welcome to Nocturne presents a gritty Iron Age superhero setting, a dark and frightening place where ordinary people live in terror of crime and senseless violence.

Continually fighting to keep from sinking into the swamp on which it was built, Nocturne is a city of intrigue, danger, and adventure. It’s a wretched place to live—heavy with the stink of rot and death, blazingly hot in the summer, freezing cold in the winter, humid and rainy year-round. The crossroads of a dozen cultures over its nearly four centuries of existence, Nocturne is filled with mystery and decadence.

BLOOD & JUSTICE is a setting of vigilante action, where the Punisher would feel right at home. It's a place where Cloak and Dagger would fight crime in the alleys while Venom and Witchblade battle it out on the rooftops. It's a place for anti-heroes writ large, where violence and gunplay meet detective work and investigations.

BLOOD & JUSTICE is a world in which the heroes can’t hold back, because the villains are sinister and destructive. Society is crumbling; the city of Nocturne is a place where law and order are on the edge of a knife, corruption rules the streets, and the government stands by to watch everything fall apart – and only a few hard-bitten crimefighters can make a difference.

Welcome to Nocturne is a full-color book introducing a world in desperate need of heroes. This book features:

  • How to run an Iron Age game, and what makes Iron Age games different from other types of superhero games. This chapter discusses campaign themes—the concepts that make your game unique and exciting.
  • Details about using the optional Prowlers & Paragons Ultimate Edition Gritty Combat rules and which Powers, Perks, and Flaws are appropriate for the genre.
  • Advice about how to create characters for an Iron Age game, and eight character templates (the Uplifted Animal, the Cyborg, the Gun-Slinger, the Martial Arts Master, the Ninja, the Rage Monster, the Revenant, and the Heroic Vampire) to help build your own dark heroes.
  • A full breakdown of the haunted city of Nocturne: its history, its geography, and its people. This section includes the various neighborhoods in and around Nocturne, the great swamp in which the city sits, and the world where it’s situated.
  • A Random Adventure Generator to help you create adventures on the fly, as well as several examples of how to use it.
  • Dozens of plot seeds throughout the whole book!
  • A full campaign investigating the death of Nocturne’s greatest hero, Heartbreaker.
  • Four different alternate campaign settings: modern day Nocturne, one inspired by the great cartoons of the late 1999s, another in a barbarous land of blood and dark sorcery, and finally, one taking place in the years following the American Civil War.

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Crisis Control

Welcome to the Modern Gods Universe!

World-renowned, award-winning RPG writer/designer Sean Patrick Fannon (AKA "Big Irish") brings you a fast-paced introductory adventure for Prowlers & Paragons Ultimate Edition.

A World With Advanced Beings Becomes an Advanced World

A loud, destructive attack against a jet engine engineering facility in Northern Scotland. Multiple impossible disasters wrack Ho Chi Min City, Viet Nam.

Someone's taking "corporate warfare" to a new extreme, but to what end?

Crisis Control is a three-part scenario for Prowlers & Paragons Ultimate Edition (the author is also the co-designer of the rules). It's intended for 5-7 Heroes o the Standard Power Level - you can literally grab the Heroes from the back of the P&PUE core book and you're good to go.

Crisis Control, written by P&PUE co-designer Sean Patrick Fannon (High Tech Enemies, Savage Rifts, Freedom Squadron) gives you...

  • Fourteen fully-fleshed, illustrated villains - three complete teams!
  • An extraordinary introduction to the P&P Disaster Rules!
  • Your first experience with the Modern Gods Universe (MGU), SPF's decades-in-the-making superhero setting.

This product includes a bonus "coloring book" set of images featuring the key villains of the setting for you to color as you will; art by award-winning industry veteran Dan SMIF Smith!

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Time Heist

Welcome to Pinnacle City!

World-renowned, award-winning RPG writer/designer Eddy Webb brings you a fast-paced introductory adventure for Prowlers & Paragons Ultimate Edition.

Apes... why did it have to be apes?!

Time Heist is an adventure for 3-5 Standard Level heroes, introducing some key Villains from the Pinnacle City Universe (PCU) while giving new players a solid first-time-out adventure experience for the game mechanics. Time Heist is an adventure in three parts:

Part One: A bank heist with a time manipulating speedster named Crime Spree.

Part Two: Innocent people and animals in the way at the local zoo as Shard wrecks havoc and tries to get in the way of the Heroes.

Part Three: The exciting conclusion as a horde of apes and simians, led by the myterious "Mister X," finally reveals the crucial plot to dominate the future from the past.

This product includes a "coloring book" set of images featuring the key villains of the setting for you to color as you will!

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Merciless Hospital

MERCILESS HOSPITAL is an introductory adventure set in the world of Blood & Justice. People believe ghosts haunt the old campus of Mercy Hospital, now abandoned and decrepit. Does a supernatural evil lurk within, or is it something more mundane but just as deadly?

Merciless Hospital contains the following:

  • A complete history of Mercy Hospital, once the country's premier charity hosplital, now abandoned and rumored to be haunted.
  • 5 Plot Seeds that a GM can use to flesh out their own adventures
  • 1 full-length adventure, The Vampire Cult.
  • 3 new supervillains to challenge your Blood & Justice vigilantes and anti-heroes.
  • 3 new minions or foes
  • A new NPC who can be a friend or foil for the heroes

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Reviews

Review ONE

This game hits the sweet spot between Champions and ICONS for me. It is just amazing. Fast character creation, light rules, fast play, good combat rules and lots of d6s I think I have found my new favorite superhero game!

Review TWO

Light crunch, narrative systems and a solid core mechanic. It avoids the pitfalls of systems like Champions or Mutants and Masterminds by focusing more on what your powers and abilities enable you to do, rather than focusing on minutia of each effect. Simple but effective and satisfying character creation. Highly recommended!

Review THREE

Full disclosure, the author is in my weekly gaming group. I still paid full price, gleefully, because it's worth it. tl:dr Just buy it and play amazing superhero games with it. I've been playing P&PUE along the development process. This is my review of the best Superhero Game I've played. Mr. Pimentel is one of the best designers working today. I do not exaggerate when I say he deserves to be in the same rarified air as Robin Laws. He is the only person I have talked to who designs games with the feel at the table in mind. He works hard to make the experience of the player reflect the experience of the character. The piles of dice are not there because lots of dice are fun (though they are). You roll 25 dice when a galactic hero does their thing because rolling 25 dice feels like a big deal. Most people need both hands. It makes the experience at the table visceral. If that alone isn't enough to convince you to buy, play, and run this game, consider this. It works. It does exactly what it says on the cover. It sets you up […] easily, quickly, and enjoyably run any superhero game you can imagine. Want to play the everlasting stone cycle? It's got you covered. X-world games? Done. Are you the fear that quacks in the dark? All over it. It's crunchy and robust enough to satisfy the grognard in your heart. It's easy enough to create a hero you can add your friend's cousin who is visiting for a week and never gamed before without breaking stride. I know all this because I was on the receiving end of phone calls to listen to how the game could be made better, more intuitive, more fun. Mostly I made approving noises because Mr. Pimentel is brilliant. Every once in a great while I would say something to help him resolve a conflict. I know I sound like a loopy fanboy, partly because I am, mostly because this game deserves the recognition. Now if you'll excuse me, I have some death traps to design. Supers aren't going to kill themselves you know.

Review FOUR

This is a simply phenomenal superhero RPG. The rules are clear and flexible, character creation offers a multitude of options that allow you to create very specific hero concepts, and the narrative currency (Resolve) lets you pick the right heroic moment to give it your all. There are a lot of strengths to this game, here are a couple that have really stood out to me: - While there is an option for "traditional" dice results, by default P&P determines the outcome of actions by narration. On a successful roll, the player narrates and on a failed roll, the GM narrates. Not only does this massively incentivize players to get descriptive and creatively engaged with every action they take, it also gives a lot of freedom to the GM to treat a failed roll as harshly or leniently as they think is warranted. - In addition to superpowers and mundane talents and skills, players can also choose Expertises at character creation (basically a specialization of a skill) and are allowed to use Specialties in low-powered games. The latter provide specific role bonuses in and out of combat. Together, Expertise and Specialty allow for the creation of very specific character builds that move beyond the realm of superpowers alone, without excessive crunch. This elegant pairing is begging to be borrowed in other games/genres. - Powers can be modified by Pros or Cons, and heroes can be granted Perks and Flaws. The former can help shape both the thematic nature of your powers, while the latter let you build out your character with tons of genre classics, like a sidekick, secret base, unique vehicle, or special vulnerability. - I have to take the opportunity to mention Preparation, a power I love and kind of want to see in every RPG in some form: this allows you to spend Resolve to declare that you've prepared for the specific scenario at hand and have some advantage ready to deploy at a moment's notice. This is meant to emulate superheroes and villains who love to elaborately plan ahead for every contingency. It's a great option for people who like to play mastermind characters. If you like rules-light and you're looking for a new superhero game, this is a great choice, with a clear love of the genre and its history.

Review FIVE

I love the art, just in here it’s worth the cost. The system seems simple and easy to follow. Character creation does look intimidating but i would think: what if this hero and this hero had a child... what powers would the child have... and BAM!

Review SIX

I was a major backer to this title, and to say I have been impressed would be an understatement. It has surpassed my expectations for a well written, and easy to learn game that has as much depth as you ever need for not just the Super-hero Genre, but with small tweaks, can be used in many other Genre's as well! I am very impressed with the artwork, and the level of passion that went into this project! I have found my favorite new go to system to run, and that is Prowlers and Paragons: Ultimate Edition!

Review SEVEN

I was the first backer of the Kickstarter and have loved every inch of this game. What follows is my experience with the ruleset. It is difficult to imagine a more canonical superhero game than Prowlers and Paragons Ultimate Edition and it is almost certain that this edition will remain the most well-known of this game, not the least for being released in a period where Lakeside Games had teamed up with Evil Beagle Games for production and distribution. Affectionately known as “the successor to Champions”, this edition came out in both hardback and softback editions. The book itself is quite a tome. The writing style varies between the formal and informal but is also clear and makes the me, the reader, feel like the author at first; is talking to me and second; explaining how the rules work. The artwork is the ABSOLUTE BEST IN CLASS FOR A SUPERHERO GAME! While characters in many realistic-heroic campaigns can do without powers, any fantasy or superhero setting will need them – and there's quite a collection. A particular feature of powers in the PnPUE is that they describe an effect in game terms, with the world-based logic for the effect being a supplementary question – the “special effect”. Thus, an energy blast is a power, and the actual form it takes (lightning bolt, flame bolt, stream of savage caterpillars etc...) is the “special effect”. There are [a] massive amount of powers. Each power has anywhere from a few paragraphs to half a page in description, with plenty of examples. As I said before, the writing drifts to help the reader understand in game terms and what the rules actually mean. The GMs section is a is guideline of structured flexibility. That is, it goes through the universal aspects of being a GM and in particular the campaign setting ground rules for diverse superhero campaigns. It encourages player input, establishes the importance of the Heroes, scales the aspects of “campaign tone”, and so forth, before moving into the system-specific aspects such as character-building guidelines, optional rule choices, and recommended or disallowed skills, powers etc... Another chapter covers designing adventures, which again is a collection of very sensible advice of bringing the Heroes together, bringing loose ends together, checking for complications, incorporating the game system mechanics, organizing subplots, and supervillain motivations and activities. At first, I thought that building a superhero base was too inexpensive. Then I remembered that I want my superheroes to have a connecting point to further their adventures. Conclusion Prowlers and Paragons Ultimate will become perhaps the most well-known superhero game for a good reason. The scope and scale is well suited and there is a serious attempt to cover a great deal of ground. Stylistically, there is a lot of positive remarks to be said about the book. Physically superb and well-written the book also has the best artwork, textual expression and organization and so forth. I've given this game 5 stars because I want to play it with you.

Review EIGHT

I'm a long-time player of the Champions/Hero System and superhero games in general. I came across Len's original Prowlers & Paragons game and fell in love with it right off the bat. When I heard there was an Ultimate Edition in the works and that Sean Patrick Fannon was going to be part of the creative team, I jumped into the Kickstarter with gusto. As a backer, I got to see the evolution of the game, and even provide some feedback to help it develop. P&P UE fulfills everything I’ve ever looked for in superhero RPGs. The system is simple to pick up yet flexible enough to handle just about any situation a GM might encounter. Character creation flows easily, and the powers list really does let you come up with just about any crazy concept you can think of. Combat runs quick; task resolution uses dice pools and opposed rolls to get a quick result and effect. It combines both crunch and narrative elements in equal measure, yet allows the GM to emphasize one over the other to fit their preference. It also makes use of a boost point mechanic (called Resolve for heroes and Adversity for villains), which allows the player to handle those once-in-a story situations when the character has to put that extra heroic effort to succeed, or come up with an outside-the-box application of their abilities. Because Sean and Len were quick to share the game with backers and other interested parties to help provide feedback during development, there is an already-active community of players ready to support and enjoy it. There is a Facebook group, a Discord server, and support for the game already set up in the Astral VTT. To sum up, if you're into superheroic gaming, this is the system that I believe will become the standard for the genre from now on.

Review NINE

Hey, I don't know if you remember, but you were kind enough to describe Prowlers and Paragons to me after Angela Black tagged you asking about the game. Just wanted to thank you personally and say you sold me. I purchased the game and am transferring an ongoing game called Fighting Yank to Prowlers and Paragons.

Review TEN

Want to check out the best new game system I've seen in years? Check out Prowlers and Paragons Ultimate Edition! It's a fabulous combination of Narrative Game and Crunch on top of a solid core mechanic. And, while it was designed for Super Heroic games, it's been shown to work perfectly well for High Fantasy settings, as well...and it worked perfectly for the Charlie's Angels/Leverage Mashup I ran. Give it a shot; you won't regret it.Want to check out the best new game system I've seen in years? Check out Prowlers and Paragons Ultimate Edition! It's a fabulous combination of Narrative Game and Crunch on top of a solid core mechanic. And, while it was designed for Super Heroic games, it's been shown to work perfectly well for High Fantasy settings, as well...and it worked perfectly for the Charlie's Angels/Leverage Mashup I ran. Give it a shot; you won't regret it.

Review ELEVEN

Want to check out the best new game system I've seen in years? Check out Prowlers and Paragons Ultimate Edition! It's a fabulous combination of Narrative Game and Crunch on top of a solid core mechanic. And, while it was designed for Super Heroic games, it's been shown to work perfectly well for High Fantasy settings, as well...and it worked perfectly for the Charlie's Angels/Leverage Mashup I ran. Give it a shot; you won't regret it.

Review TWELVE

Simply the best Supers RPG I've ever seen in 37 years of roleplaying. As said in other reviews, it does hit a sweet spot between ICONS and Champions. It's got as much depth and detail as Mutants & Masterminds and the detail of deep character creation but without being bogged-down by number-crunching. The narrative style is deep, creative and easy, but if you want a more traditional system of determining success in rolls, it has that option too. Speaking of options, it also has gritty realism rules if you want a darker setting than that of its default four-color world. The layout, graphics, design, writing, and art is first-class and upon thorough reading, there are no apparent typos or errors. It's also a testament to how robust and well-designed this game is, that when I converted DC and Marvel characters from other game systems, they exactly within the appropriate Power Levels (Street, Low Level, Standard. High Level, Legendary or Iconic) with Superman at 226 points (Iconic) Wonder Woman at 175 points (Legendary ) and Spider-Man at 107 points (Low Level) A thoroughly top-class, beautiful and deep super hero roleplaying game.

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