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Ultimate Cartomancy

Vendor: Interjection Games
Type: Book
Price: 9.99

The Flavor

We are born, and we die. Between these two events, fate is surprisingly malleable. Sadly, these endpoints are what draw the most attention. Thousands of spellcasters seek to "cheat death" or "play god", all the while ignoring just how much power every other point on the timeline of a life happens to have.

Rather than claim to manipulate the endpoints of fate, a particular brand of divine spellcaster known as cartomancers play around in the delightfully squishy center of the lifeline. Here, fate really doesn't care what happens, and all sorts of crazy things can be brought into being.

The Process

1: When making a new cartomancer, choose the classic deck or the deathdealer deck. These cards are your collection.

2: Using your collection, build an active deck made of least, lesser, and greater portents.

3: Your hand is drawn from your active deck, but if you don't like your hand, you can discard cards to power seals, a limited resource that reduces the random nature of cards by giving you a number of deterministic "outs" per day.

Modular Customization

A: Using the Three Card Monty feat, build one or more three-card minidecks that can be unleashed whenever you need their effects.

B: Take the Multitudes of Fate feat to add one least portent and one lesser portent from the Multitudes of Fate deck to your collection. These cards aren't found anywhere else!

Product Features

  • 2 base classes, the in-your-face wildcard and the classic spellcaster cartomancer
  • 3 wildcard archetypes: ace, dealer, and joker
  • 2 cartomancer archetypes: taleweaver and shyster
  • The 78-card "classic" deck, a roll-manipulating set of abilities with a focus on big combo turns, situational power plays, and portents that are more powerful when played alongside big portents
  • The 78-card "deathdealer" deck, which focuses on raw damage, debilitation, and both the suddenness and patience of death with special mechanics that reward playing some portents as soon as they are drawn or putting other portents in front of you to build power as a trigger repeatedly occurs
  • The 8-card "multitudes of fate" deck, which gives eight unique options that can be mixed into the classic or deathdealer decks
  • 21 pages of print-and-play cards
  • Dozens of feats that allow for extensive deckbuilding customization
  • Tables that allow you to run your cartomancer with a poker deck if you forget your print-and-play deck
Assassin Techniques - The Integration Cold Tech Tree

Vendor: Interjection Games
Type: Book
Price: 1.00

Blend into society with the Integration cold technique tree!

Interjection Games' assassin (nominated for Endzeitgeist's top 10 products of 2016) is a hybrid "momentum" class. A momentum class builds up something akin to combo points by performing various small techniques, which it can then spend as currency to power medium and large abilities. This offers significantly more granularity than similar systems, as some techniques spend 1 point, others up to 4, and still others have addons or other sliding scale mechanisms that makes their point cost a conscious choice of the player. As a hybrid, the assassin's techniques are split into hot and cold categories. Hot techniques use the aforementioned combo point system, cold techniques draw from a ki-style technique pool, and some lukewarm techniques can draw from combo points or the technique pool.

This expansion introduces the integration cold technique tree, which focuses on blending into society, establishing an inner circle of friends and allies, and mental conditioning that helps you live with the fact that you kill people for a living.


  • Civilian Contacts - Create one of 11 types of NPC in a town. This NPC is your ally and will help you with jobs in that town. For every four integration techniques you know, gain another NPC.
  • Contact Shuffle - One of your ally NPCs can move to a new town every 3 months.
  • Cover Story - Learn a little magic to help conceal your identity.
  • Crazy Eyes - Demoralize creatures with the Intimidate skill as a swift action.
  • Deadened Nerves - You've seen it all. Fear is nothing.
  • Investigate Mark - Declare a creature to be your mark, gaining temporary technique points that can only be used against it. At high level, you gain more temporary technique points that can only be used against a close companion of the mark, such as a hound, bodyguard, or spouse.
  • Killer's Ritual - Protect yourself from a single alignment.
  • Memento - Take souvenirs from your kills, making resurrection difficult and notifying you immediately if resurrection is successful.
  • Paladin Proofing - Hide your alignment, and set up a false alignment that fools divination magic, as well as spells that affect certain alignments differently.
  • Plan B - If your forgeries are detected, they explode as explosive runes.
  • Silver-tongued Rogue - Gain a sizable luck bonus to Bluff, Diplomacy, and Intimidate.
  • Sweep the Room - Take 20 on a Perception check made to search a room as a full-round action.
  • The Watson - One of your civilian contacts is actually an assassin with an opposing build. For example, if you are an acupressure/execution/integration/intuition assassin, then your contact is an initiation/magehunting/infiltration/poison assassin. Your "Watson" will adventure with you in his home town.
  • Unfazed by Death - Immunity to sickening from scents and gory sights
  • Unfazed by Foulness - Immunity to inhaled poisons and SR 10 + level against death spells
Class Expansions: Fighter Archetypes for Bad Weapons

Vendor: Interjection Games
Type: Book
Price: 1.99

Why should greatswords and rapiers get all the love?

Put away your greatswords and break out the clubs, battle scarves, and javelins! Interjection Games is proud to present a selection of five fighter archetypes that help prop up specific "bad" weapons by giving them new tricks, be that something as simple as crafting a bunch of javelins for free each day or as complex as making the fighter a half spellcaster who can only cast into spell storing weapons.

Battle Hipster (battle scarves)

Some fighters were using bad weapons before it was cool.

Playstyle: A focus on combat maneuvers and "obscure" weapon special abilities; the less mainstream, the better!

Javelineer (throwable spears, especially javelins)

Polearms generally fall into two design philosophies. The first philosophy is that of the pike or poleaxe, weapons with extreme reach that give pause to infantry and cavalry alike. The second philosophy is that of the pilum or javelin, lighter weapons that have greater reach than their peers by virtue of being thrown. Those who specialize in the use of weaponry from this second philosophy are known as javelineers.

Playstyle: A focus on non-reach, throwable spears, including free javelin ammunition each day, sundering at range with thrown spears, and messing with shields by sticking them repeatedly.

Purifier (maces, morningstars, light hammers)

The purifier wields mace and flame with the sort of zeal one would expect of a paladin or inquisitor; however, unlike those who carry the gift of their deity, the purifier is a strong, independent fighter who don’t need no god.

Playstyle: Resistance-ignoring fire damage. Lots and lots of resistance-ignoring fire damage.

Quartersawn Slugger (club, greatclub)

If given the opportunity to do so, traditional wizards will go on and on about how a straight-grained staff hewn from a single piece of wood assists with the channeling of magic, and how such an ordered material is ideal when crystal or other exotics are not required. What is true of staves is also true of wooden clubs, however, and those fighters with a spark of magical talent find themselves capable of singing eyebrows as they crush skulls

Playstyle: Attuned clubs gain spell storing. Learn a selection of spells, fill your clubs with them, and start beating things to death.

Trick Slinger (Archetype; Fighter)

When it comes to rocks, the only thing more terrifying than a master halfling rock skipper is somebody just as skilled who realized that a sling could add some serious leverage to each throw.

Playstyle: Call out trick shots each round and make full attacks with slings on the move. When standing still, stack Rapid Shot and Rapid-Shot-by-another-name to lay down as much fire as a ninja with shuriken.

Ultimate Herbalism (PFRPG)

Vendor: Interjection Games
Type: Book
Price: 14.99

For people who like chaos magic, but don't like randomly killing their party.

Why does this book exist?

Classical chaos magic design is weird. It usually uses the exact same spell list as a wizard or sorcerer, but, for some reason, the world can explode when the chaos mage so much as sneezes. To me, wanting to be the chaos mage, the tabletop equivalent of "that guy", always seemed selfish; moreover, the designs that made "chaos magic" possible seemed a little lazy, for they were almost always something draped over something else that already existed. Nobody wanted to make a dedicated chaos splatbook.

Ultimate Herbalism nips both problems in the bud, introducing a druidic chaos magic system that has been built from the ground up with fun, non-party-killing play in mind.

The Flavor

Herbalists, gourmends, and naturalists are champions of the natural world selected by Mother Nature Herself. In this way, they represent a spontaneous acquisition of power, much like a sorcerer, and not a slowly-learned acquisition of power, like a druid or wizard. Nature's reasons for choosing a particular champion vary widely from individual to individual, but given the variety She maintains in the biosphere to ensure life goes on after a major disaster, this almost-schizophrenic selection process really shouldn't be a surprise.

The Process

  1. Each morning, pick random herbs from a selection based on your current biome.
  2. Each evening, store leftover herbs overnight day in preservation vessels.
  3. When you have enough, plant your favorite herbs in cultivation pots so you always have them.
  4. Learn and collect the ingredients for recipes, which give you huge, awesome effects that reward you for being a compulsive gatherer.

Modular Customization

Generous Kickstarter backers have piled on the bonus content in Ultimate Herbalism to make sure the experience any player wants is there with a little twiddling.

A: Give up either the ability to store or the ability to plant in exchange for the ability to collect rocks. Rocks act like detonating AoE herbs, but don't spoil. (Geologist archetype - has its own spellbook)

B: Give up recipes in exchange for the ability to collect bugs. Feed bugs to activate them again and again multiple times per day, giving you a spammable ability if the core system is too random. (Entomologist archetype - has its own spellbook)

C: Force your first herb collection roll of the day to be made in a special high-chaos biome, increasing the chaos for a taste of variety nobody else can have! (Mycologist archetype - has its own spellbook)

D: All of the above - Special care has been made to allow archetypes to stack, utterly transforming the base class with their cumulative effects. Who's up for an entomologist/geologist/mycologist?

Product Features

3 base classes, the master chef gourmend, the classic herbalist, and a martial specialist with a pet venus fly trap - the naturalist.

3 naturalist archetypes: creationist, mycologist, and sporekeeper

9 herbalist archetypes: aromatologist, compounder, entomologist, flowerchild, gardener, geologist, mycologist, poisoner, and zen cultivator.

9 biomes sharing a 22-page herb log

27 recipes

9 microcosms, each with four unique herbs that modify core biome tables

Over 50 tables. Institutionalized chaos loves tables.

Over 80 watercolor paintings by my mother, Vera Crouch

The Reaper; OR How I Learned to Stop Worrying and Just Play Everything

Vendor: Interjection Games
Type: Book
Price: 6.49

The Reaper; OR How I Learned to Stop Worrying and Just Play Everything

The earliest form of Necromancy refuses to die.

Discarded scraps of souls have been piling up in heaps since the dawn of time, and, long before magic was codified in the way we understand it today, some of the first true necromancers just so happened to notice that they were up to their knees in these catatonic bits and pieces of what used to be people like them. Calling themselves reapers, these necromancers found ways to coax scraps of soul back together, to give lost souls a new lease on life, and to grant these aggregate beings a means of interacting with the world once more. Necromancy, and the rest of magic, has since moved on from what is now considered a product of the formative, dark age of magic, but certain circles still remember its power, and with every advance the rest of the world makes, the reaper gains a new tool.

We've all been there. You play a rogue for a few sessions, then the rogue gets boring, and you want to try a new character, but the narrative demands that you remain what you are and now you've gone and made friction in the game group. For all those suffering altaholics out there, Interjection Games is proud to present the reaper, a blank slate base class with versatility at its core. By herself, a reaper is more-or-less a commoner, but she slowly nurtures a group of soulsown, each of which allows her to act like a totally different class when the two of them are bound together. Trying another character is just a binary swap away!

Note: The combination of tricks from a wide variety of base classes makes classes on the lower end of the power spectrum, such as rogue, monk (sans archetypes), and fighter more-or-less totally obsolete with a reaper in play. This does not make the reaper itself overpowered? the class is still strictly less powerful than any full caster on the books and fits somewhere around the power level of a well-built bard? but rather highlights some of the issues inherent in the original source material when it was penned a decade-and-a-half ago. Still, the reaper has an enormous footprint and the average power level of games using it will probably increase now that the various low-tier "trap" classes have been ousted.

Product Features

  • The reaper base class
  • Well over 10,000 words of talents in four subtypes: arcane, divine, martial, and primal
  • No feats and no archetypes - the reaper's very design has it vacuum up character concepts from all extant crunch canon; it really doesn't need them!