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[h=3]What is this book?[/h]
This book serves two purposes: first, it’s the Player’s Guide for our Myths of the Far Future ruleset for the Pathfinder Roleplaying Game; and second, it is also an introduction to the Santiago: A Myth of the Far Future Adventure Path.
[h=3]Myths of the Far Future[/h]
Myths of the Far Future is the overall title for our “Pathfinder Roleplaying Game in the far future” ruleset. It includes a default setting, but is also designed to allow you to create your own “myths of the far future.” Using the rules presented herein, you should find enough information to play futuristic characters in any far future setting of your own making. We’ve taken an approach of “reskinning” the existing rules, so everything should be familiar—although some of the names have been changed for their own protection!
Your GM has a companion book called the Campaign Guide. He or she will be able to use that book to create adventures in our far future setting, or to create a new and unique setting. Our default setting has a technological feel, and does not feature magic, but this is not an ironclad rule. See page xx for ideas for other settings.
[h=3]SANTIAGO[/h]
SANTIAGO: A Myth of the Far Future is an 11-part adventure path set in the Myths of the Far Future default galaxy, wherein the players embark on the hunt for the greatest outlaw of them all in order to collect the enormous bounty promised to anyone who brings him to agents of the Democracy. But Santiago is merely one of an infinite number of possible “myths of the far future,” and between the material in this book and the material your GM has access to in the Campaign Guide, you could find yourself playing different adventures in our default setting, or, indeed, in an entirely new setting of your and your GM’s creation.
[h=3]What is this book?[/h]
This book serves two purposes: first, it’s the Player’s Guide for our Myths of the Far Future ruleset for the Pathfinder Roleplaying Game; and second, it is also an introduction to the Santiago: A Myth of the Far Future Adventure Path.
[h=3]Myths of the Far Future[/h]
Myths of the Far Future is the overall title for our “Pathfinder Roleplaying Game in the far future” ruleset. It includes a default setting, but is also designed to allow you to create your own “myths of the far future.” Using the rules presented herein, you should find enough information to play futuristic characters in any far future setting of your own making. We’ve taken an approach of “reskinning” the existing rules, so everything should be familiar—although some of the names have been changed for their own protection!
Your GM has a companion book called the Campaign Guide. He or she will be able to use that book to create adventures in our far future setting, or to create a new and unique setting. Our default setting has a technological feel, and does not feature magic, but this is not an ironclad rule. See page xx for ideas for other settings.
[h=3]SANTIAGO[/h]
SANTIAGO: A Myth of the Far Future is an 11-part adventure path set in the Myths of the Far Future default galaxy, wherein the players embark on the hunt for the greatest outlaw of them all in order to collect the enormous bounty promised to anyone who brings him to agents of the Democracy. But Santiago is merely one of an infinite number of possible “myths of the far future,” and between the material in this book and the material your GM has access to in the Campaign Guide, you could find yourself playing different adventures in our default setting, or, indeed, in an entirely new setting of your and your GM’s creation.
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