This handsome Gamemaster Screen contains four portrait-oriented panels, with stunning artwork from Boris Martsev featuring heroes of the Secret War like Professor Richard Deadman, Ariane Dubois, Sgt Brandon Carter, and an array of evil Black Sun and Nachtwolfe villains they're battling. The interior features useful tables and charts from the core rulebook, as well as quick references and rules summaries to help the GM keep the action flowing. It may even offer protection from arcane spells, mystical forces, and the malign influence of the Mythos itself!
The Gamemaster's Toolkit will also help GM's create memorable characters, adventures and campaigns to thrill and delight their players. Inside the booklet are a host of new tables, tools and suggestions for planning and creating detailed, compelling adventures, or improvising encounters on the fly, as well as advice, tips, and suggestions to present a veritable GM masterclass. A mighty four-panel GM Screen featuring dramatic action-packed artwork depicting the heroes and villains of the Secret War. Places a host of handy at-a-glance rules, tables, resources, and guidance at the GM's fingertips. The GM's toolkit booklet contains advanced advice, expert tips, and tactics to help GMs hone their craft. A host of tables and charts help GMs structure and plan their adventures and campaigns, or create exciting encounters and NPCs on the spur of the moment. Created by a team of Lovecraft adepts and second world war aficionados, who have created this toolkit to bolster every GM's Secret War ambitions!
Welcome to the Secret War in this fast-paced pulp-influenced rollercoaster of an RPG which nimbly mixes the sanity-challenging terror of Lovecraftian cosmic horror, with the chaos and heroism of World War II. Enter a world of audacious Allied agents, malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind's darkest yet finest hour!
Answer the call with the dauntless men and women of the Allied occult forces: Britain's Section M, the United States' Majestic, or the brave Resistance, all willing to make the ultimate sacrifice to hold back the legions of the Nazi occult. Battle the Black Sun, Nazi warrior-sorcerers supreme, who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men. Struggle against Nachtwolfe, the Night Wolves, who utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Can you prevail against such overwhelming odds, or will you succumb, like so many others, to the terror of the Nazi occult or the malign influence of the Mythos? This is your story to tell! Inside this 178+ page full colour US letter sized hardback you'll find: Complete rules for playing Achtung! Cthulhu, using a custom version of the cinematic 2d20 system to create thrilling scenes, awesome adventures, and epic campaigns. A complete step-by-step guide to building your Secret War operative which mixes archetype, background and characteristic to create a truly unique agent. Use singular talents, powerful weapons, and mighty vehicles to take the fight to the Nazis. Explore an innovate new magical system which allows you to wield powerful sorcery. Play as a Celtic druid or Norse Runeweaver, or harness the uncanny power of the mind as a psychic operative. Created by a team of Lovecraft adepts and second world war aficionados who have crafted an RPG which is easy to pick up and play, but boasts huge depth and flavour!
The hunt for a terrifying super weapon lost in the mists of history!
Embark on an epic globe-spanning adventure that takes you from the dawn of the Secret War to the fall of ancient Atlantis itself!
It is the summer of 1939 and as storm clouds gather over Europe, word reaches the Allies of the curious case of Dr. Botho Ehrlichmann, a noted academic and scholar.
As the events around his mysterious disappearance begin to unfold, it draws Allied agents into a global web of intrigue, as they start to assemble the clues which point to a legendary artefact, which was shattered into its component parts during the fall of Atlantis.
But the agents? endeavours have not gone unnoticed and now they face a race against time to thwart the machinations of a secret Nazi occult force, hell bent on acquiring this lost knowledge for themselves. With the pieces of this lost relic, the Nazis intend to construct a super weapon which will give the Third Reich a decisive advantage in the coming conflict.
But will this team of heroic Allied agents prevail against the might of the Nazi occult, or will disaster strike from beneath the shadows of Atlantis?
UNDER NEBULOUS SKIES is packed with new setting material, character options, powers, equipment, Void vessels, and the first opus of the grand campaign trilogy.
The book?s 320+ pages are bursting with beautiful art, new creatures, original sentient species, gorgeous maps, intriguing NPC?s and much, much more.
Reconciling the fractured and clashing human factions of Llyhn could bring benefit to all, but playing them out against each other to gain advantage might be the only viable option to survive and uncover the aspirations of an obscure entity with its gaze fixed firmly on the descendants of Earth?
Features:
WHEN I WAS A FIGHTING-MAN, THE KETTLE-DRUMS THEY BEAT, THE PEOPLE SCATTERED GOLD-DUST BEFORE MY HORSE?S FEET; BUT NOW I AM A GREAT KING, THE PEOPLE HOUND MY TRACK WITH POISON IN MY WINE-CUP, AND DAGGERS AT MY BACK.
Just as Conan?s ultimate destiny was to claim the throne of Aquilonia, the crown jewel of the Hyborian civilizations, Conan the King is the ultimate sourcebook to those kingdoms and the most dangerous battlefield of all: that of the court. With the guidelines contained within this book, players may fight to earn thrones of their own? or die trying.
"TO THE DEVIL WITH EMPTY SEAS! WE?RE BOUND FOR WATERS WHERE THE SEAPORTS ARE FAT, AND THE MERCHANT SHIPS ARE CRAMMED WITH PLUNDER!? The Hyborian world is home to many dangerous people, and none are more savage, ruthless, or dastardly than its pirates, the scourge of the high seas. A menace to civilization itself, these seagoing bandits have their own ways, customs, and traditions, and Conan the Pirate explores pirates and the pirate world.
Detailed within these pages are the countries up and down the coast of the Western Sea ? proud Zingara, wealthy Argos, the western reaches of Shem and Stygia, all the way down to fearsome Kush and the Black Kingdoms ? as the setting for pirate-based campaigns. With this volume, CONAN characters can embark on campaigns of piracy, plunder, and high adventure! So, unsheathe your cutlass and ready yourself for a boarding action, to seize plunder and glory for your captain and fellow buccaneers! New archetypes such as the Marine, Galley Slave, Merchant Captain, and Smuggler round out the archetypes from the CONAN corebook. Pirate-themed talents, backgrounds, and gear, allowing you to create your own unique pirate characters, ready to plunder from the wealthy. A gazetteer covering the coastal kingdoms that Conan raided during his years as a pirate. A guide to running pirate campaigns, with all-new rules for piracy and plunder, and pirate events describing what happens between adventures. Conan described at the height of his pirate career, along with the crew of the Tigress. Statistics for ships ? from the Argossean bireme to the Zingaran carrack ? and a ship to- ship combat system that allows player characters to pit their own vessels against their enemies on the high seas. Stunning art and maps, produced by world renowned Conan artists. Developed with leading Conan scholars, these are the blood-red seas of the Hyborian world, just as Howard created them. This book requires the Robert E. Howard?s Conan: Adventures in an Age Undreamed Of corebook to use.
THE WORLD WAS ENTERING AN AGE OF IRON, AN AGE OF WAR AND IMPERIALISTIC AMBITION; SOME STRONG MAN MIGHT WELL RISE ABOVE THE RUINS OF NATIONS AS A SUPREME CONQUEROR. Funcom's Age of Conan MMO was released in 2008 and has brought millions of players into the amazing world of Robert E Howard. The Age of Conan Sourceboook brings the exciting and unique treatment of the Hyborian Age of Conan to the tabletop. Offering alternative means of play, new character options, alternate versions of areas, and new regions and areas beyond any Howard dreamed of.
Set in this variant Hyborian world, The Age of Conan Sourcebook adds new thrills and twists to existing Conan campaigns and new opportunities for advancement. Features: Experience the secret war between diabolic sorcerer Thoth-Amon and Kalanthes, priest of Ibis, chronicled by the Secret Scribes. Twelve new character archetypes such as the Demonologist, Bear Shaman, Ranger, and Conqueror. Add clans and companions to characters and build your own guilds to change the world with! Wield new weapons, armor, and equipment from the online game, including potions and a variety of unique relics. Cast powerful new magic, including Blasts of the Elements, Gangrenous Touch, Infernal Protections, Touch of Healing, and Venom Strike! Face new foes such as the Black Ring Fury, Stygian Deathmaster, Dark Beast, Frost Crawler, Blood Defiler, and more. Explore an alternate version of the Hyborian world, with locations such as the Sanctum of the Burning Souls, the Dragonspine Mountains, the Purple Lotus Swamp, Atzel's Approach, and the Hall of Crom! This book requires the Robert E. Howardƒ??s Conan: Adventures in an Age Undreamed Of corebook to use.
The Dishonored roleplaying game dice set provides all the dice you need to play, for use with the 2d20 System from Modiphius.
In Dishonored: The Roleplaying Game, players delve into the turbulent Empire of the Isles, to tell stories of occult lore, intrigue and drama. The Dishonored Corebook contains all the rules and background information you need to kickstart your adventure. It features a streamlined version of the 2d20 System that excels at narrative play while focusing on the core themes of Dishonored with mechanics for Chaos and unique ways to track stealth, intrigues and faction reputation.
This 308 page, full colour hardback core rulebook features:
Dreams and Machines collide in a far future where its people come together to rebuild, the ultimate tale of hope and heroism in the shadow of the Wakers. Danger grows and the world is once more under threat. Do you dare to dream? A vast distance from Earth, a human colony bearing the scars of a self-inflicted apocalypse survives on the distant world of Evera Prime. In the shadow of ruined megacities humanity rebuilds, scavenging technology from the Old World and returning to a simpler way of life.
Among the mountains and valleys of New Mossgrove, the mechs of the Old World dot the landscape, deadly tools of a corrupt A.I.. Since the war that finally defeated the machines, they have been locked in a slumber that's lasted hundreds of years - but occasionally, they awaken, and when they do, these 'Wakers' continue their programming to wreak havoc across the world.
Contains:
Your House is to become the new governor of Arrakis in an alternate "What if?" scenario, where you must ensure the supply of the vital spice melange to the Known Universe. With the eyes of the entire Imperium watching your every move, can you retain control of Arrakis? Or will this appointment spell the destruction of your House?
The Agents of Dune Campaign Experience Box Set offers a complete introduction to the world of Dune and the Dune: Adventures in the Imperium roleplaying game. The box contains everything you need to start playing, with no preparation required. Even if you are new to Dune or roleplaying games, this set guides you through an epic story where your characters are the heroes.
Contains:
Dune: Adventures in the Imperium roleplaying game takes you into a far-future beyond anything you have imagined, where fear is the mind-killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.
Take your characters on a journey through the storied worlds of Frank Herbert's sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner. Whoever you choose to be, remember that those that control the spice control the universe. Dune: Adventures in the Imperium core rulebook contains: Everything you need to create your own stories of intrigue and adventure on the sands of Arrakis as agents of a powerful noble House. A brand new version of the 2D20 System adapted specially for the Dune. An extensive look at the Imperium, its society, factions, history, technology, culture, faith and more. Guidelines for novice and experienced gamemasters on how to run Dune-themed adventures and campaigns of intrigue and adventure for the elite agents of a noble House. Rules for creating a noble House of your own, from House Minor to Major House, detailing its holdings, areas of expertise and agenda. Systems for architect play, where you become the puppet masters, moving agents to your designs to serve your House. An introductory adventure designed to quickly get you and your fellow players involved in the byzantine plots of the Imperium on Arrakis.
ARRAKIS. DUNE. DESERT PLANET. Dune: Adventures in the Imperium roleplaying game takes you into a far future beyond anything you have imagined, where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.
Take your characters on a journey through the storied worlds of Frank Herbert's sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner. Whoever you choose to be, remember that those that control the spice control the universe. Dune: Adventures in the Imperium core rulebook contains: Everything you need to create your own stories of intrigue and adventure on the sands of Arrakis as agents of a powerful noble House. A brand new version of the 2D20 System adapted specially for the Dune. An extensive look at the Imperium, its society, factions, history, technology, culture, faith and more. Guidelines for novice and experienced gamemasters on how to run Dune-themed adventures and campaigns of intrigue and adventure for the elite agents of a noble House. Rules for creating a noble House of your own, from House Minor to Major House, detailing its holdings, areas of expertise and agenda. Systems for architect play, where you become the puppet masters, moving agents to your designs to serve your House. An introductory adventure designed to quickly get you and your fellow players involved in the byzantine plots of the Imperium on Arrakis.
"The men tell strange stories of you, Paul. They say you've all the powers of the legend- nothing can be hidden from you, that you see where others cannot see." The Imperium is a place of mystery, and only Shai Hulud truly understands the shifting the tides of the desert sand. Protect your secrets with the official Dune: Adventures in the Imperium Gamemaster's Screen, a high quality multi panel portrait format screen that features plenty of content to control the greatest power in the universe.
This four panel decorated screen includes a 32 page booklet offering all manner of gamemaster support. The perfect way to build your story and perhaps even your legacy on the dunes of Arrakis. The Gamemaster's Toolkit contains: Beautiful artwork that wraps around the outer facing panels of the screen. Reference tables and key rules. 32 page Gamemaster booklet containing tools and advice on creating and running a Dune: Adventures in the Imperium campaign.
Choose your side in the most famous kanly vendetta of the Imperium! Side with the deadly House Harkonnen with this beautiful custom dice set. Stand with Baron Harkonnen, ?Beast? Rabban, Feyd and devious mentat Piter DeVries in the industrial mecca of Giedi Prime. Only with your help can they crush the Atriedes and fully take control of the spice.
THE BATTLE FOR ARRAKIS BEGINS. Your House has claimed the wealth of Arrakis but can they hold onto that power when so many want to take it from them? You have already uncovered a deadly enemy, but plenty more covet what you have worked so hard to control. You are going to need allies, but who can you trust? The mysterious Bene Gesserit, the elusive Spacing Guild, or perhaps even the Emperor himself. But each faction has their own agenda, and a knife in the shadows lies behind every smile.
Continuing the alternate "What if?" scenario begun in Agents of Dune, the stakes become higher as deadly enemies seek the downfall of your House to claim Arrakis and the power of spice for themselves. The player characters must leave the desert world of Arrakis and travel across the Imperium to get the support they need to fight their enemies. As each section of the campaign can be played through in any order, it is very much up to the players to decide on the best plan of action and lead their House into glory or destruction. Masters of Dune is an epic 166 page campaign that can be run on its own or as a continuation of the Agents of Dune boxed set. Play as the renowned House Nagara or create a new House of your own to tame Arrakis. Over the campaign's nine explosive chapters your characters will: Seek out the elusive Fremen to gain their trust and allegiance, if you can navigate their mysterious customs and rituals. Engage in exciting space battles on behalf of the mysterious Guild, taking on lethal pirates in the void between worlds. Visit the deadly House Harkonnen on the industrial hellscape of Giedi Prime where poison and treachery lie behind every corner. Mine spice on Arrakis to quench the insatiable need of the Imperium, even though it can never be enough to satisfy the hunger of the Known Universe. Discover the wisdom of the secretive Bene Gesserit if you can pass their deadly tests and prove yourself worthy of the Sisterhood's trust. Politic on Kaitain against the Emperor and the Landsraad council, where you might play one side against another if you have the cunning and skill for such deceit in the ultimate game. Travel from Arrakis across the Imperium to seek new allies, resources and favors that might tip the balance of power in the universe. The wealth of Arrakis may be yours, but you are going to have to fight to keep it. Every choice you make will determine the future of your House, for good or ill. Will you fall to ruin on the sands of Arrakis, or are you strong enough to survive and become true Masters of Dune? While Masters of Dune is a complete adventure, you need access to the game rules to play. The Dune - Adventures in the Imperium Core Rulebook has these rules in their most complete form. However, the Agents of Dune campaign box set also contains all you need to play.
Your House has claimed the wealth of Arrakis but can they hold onto that power when so many want to take it from them? You have already uncovered a deadly enemy, but plenty more covet what you have worked so hard to control. You are going to need allies, but who can you trust? The mysterious Bene Gesserit, the elusive Spacing Guild, or perhaps even the Emperor himself. But each faction has their own agenda, and a knife in the shadows lies behind every smile.
Continuing the alternate "What if?" scenario begun in Agents of Dune, the stakes become higher as deadly enemies seek the downfall of your House to claim Arrakis and the power of spice for themselves. The player characters must leave the desert world of Arrakis and travel across the Imperium to get the support they need to fight their enemies. As each section of the campaign can be played through in any order, it is very much up to the players to decide on the best plan of action and lead their House into glory or destruction. Masters of Dune is an epic 166 page campaign that can be run on its own or as a continuation of the Agents of Dune boxed set. Play as the renowned House Nagara or create a new House of your own to tame Arrakis. Over the campaign's nine explosive chapters your characters will: This fantastic collectors edition features blue leatherette cover with silver foil debossing. Seek out the elusive Fremen to gain their trust and allegiance, if you can navigate their mysterious customs and rituals. Engage in exciting space battles on behalf of the mysterious Guild, taking on lethal pirates in the void between worlds. Visit the deadly House Harkonnen on the industrial hellscape of Giedi Prime where poison and treachery lie behind every corner. Mine spice on Arrakis to quench the insatiable need of the Imperium, even though it can never be enough to satisfy the hunger of the Known Universe. Discover the wisdom of the secretive Bene Gesserit if you can pass their deadly tests and prove yourself worthy of the Sisterhood's trust. Politic on Kaitain against the Emperor and the Landsraad council, where you might play one side against another if you have the cunning and skill for such deceit in the ultimate game. Travel from Arrakis across the Imperium to seek new allies, resources and favors that might tip the balance of power in the universe. The wealth of Arrakis may be yours, but you are going to have to fight to keep it. Every choice you make will determine the future of your House, for good or ill. Will you fall to ruin on the sands of Arrakis, or are you strong enough to survive and become true Masters of Dune? While Masters of Dune is a complete adventure, you need access to the game rules to play.
Even as this thought flicked through her mind, she was bending to seek out the hidden message. It had to be there. The visible note contained the code phrase every Bene Gesserit not bound by a School Injunction was required to give another Bene Gesserit when conditions demanded it: "On that path lies danger." Secrets are the most powerful weapons in the Imperium. Codes and messages are hidden among the most innocuous glance or most casual sentence. The secrets you learn might save your life, or your House, so they are best kept careful track of.
An elegantly designed 160-page journal to record your adventures on Arrakis. Includes character and house record sheets with each repeating 32-page folio. Contains lined, square, and blank paper beautifully rendered in matching graphics.
ARRAKIS: SOURCE OF THE SPICE. In the backwaters of the vast Imperium of humanity lies the hostile desert world of Arrakis. It is a deadly place, where no drop of rain falls and the people live a sparse existence in the baking cities of the northern pole. But Arrakis is the most important planet in the entire universe, for it is only here that you can find the spice melange. The spice is everything. To some, it is a way to extend life, to others a way to see into the future.
It is the key to wealth and power in the Imperium, and many of the noble Houses will stop at nothing to control it in any way they can. The cities of Arrakeen and Carthag are full of agents and spies, all looking to gain advantage for their faction, and ready to kill to maintain the power of their masters. Will Arrakis be the place your characters prove the power of their House, or will their blood be spilled on the unforgiving sands?
In the backwaters of the vast Imperium of humanity lies the hostile desert world of Arrakis. It is a deadly place, where no drop of rain falls and the people live a sparse existence in the baking cities of the northern pole. But Arrakis is the most important planet in the entire universe, for it is only here that you can find the spice melange.
The spice is everything. To some, it is a way to extend life, to others a way to see into the future. It is the key to wealth and power in the Imperium, and many of the noble Houses will stop at nothing to control it in any way they can. The cities of Arrakeen and Carthag are full of agents and spies, all looking to gain an advantage for their faction, and ready to kill to maintain the power of their masters. Will Arrakis be the place your characters prove the power of their House, or will their blood be spilt on the unforgiving sands?
This collector's edition sourcebook for the Dune: Adventures in the Imperium roleplaying game, featuring a stunning foil embossed cover, takes you to the desert world of Arrakis and explores the secrets of the spice. Visit the hidden sietches of the Fremen to learn the mysteries of their culture. Walk without rhythm in the great deserts and perhaps see one of the incredible sandworms. Trade secrets with spies and agents in the bustling marketplace of Arrakeen or the alleys of Carthag. Arrakis is a planet of mysteries and danger, and those who underestimate it never leave.
Sand and Dust: The Arrakis Sourcebook contains:
This Odyssey of the Dragonlords bundle is the perfect playing aid for GMs and contains an attractive four panel GM screen, placing useful information and reference tables at your fingertips while keeping your plans hidden from the eyes of players. This set also includes 5 large double sided maps and 12 smaller single sided maps.
In 2077, the storm of nuclear war reduced most of the planet to cinders. From the ashes of nuclear devastation, a new civilization will struggle to arise. A civilization you will shape. Welcome to the Wasteland. Welcome to the world of Fallout.
A post-nuclear roleplaying game needs the best storytellers and material to bring the Wasteland to life. With the Gamemaster Toolkit you will have everything a GM could want to delve into the world of Fallout.
Contents:
In 2077, the storm of nuclear war reduced most of the planet to cinders. From the ashes of nuclear devastation, a new civilization will struggle to arise. A civilization you will shape. How will you re-shape the world? Will you join with a plucky band of survivors to fight off all-comers and carve out your own settlement? Will you team up with pre-existing factions like the Brotherhood of Steel or Super Mutants to enforce your own ideals on the Wasteland? Ghoul or robot, paladin or raider, it's your choice - and the consequences are yours. Welcome to the Wasteland. Welcome to the world of Fallout.
This 438-page hardbound rulebook features a gorgeous cover design evoking the iconic Vault-Tec jumpsuit. Inside, you will find rules and lore for roleplaying in the Fallout world, as well as concept art from the Fallout videogames. The Fallout RPG will take players on an exciting journey into the post-apocalypse!
Five Leagues From the Borderlands is a solo adventure wargame where you take the role of a warband of heroes and adventurers and explore a grim fantasy world full of monsters, enemies, creeping malice and exciting quests.
The whole campaign is generated procedurally with each battle created from over 100 different enemy types, 17 unique foes and 6 scenario types that can play out in a wide number of ways. As you play, you will explore the game world, discover new locations and take on quests and jobs. Your warband will gain in experience and power and find wondrous loot? or die gruesomely in brutal combat.
The game is playable with any miniatures you may own and can be played on a 2x2 foot or 3x3 foot gaming table, making it ideal for players who are just getting started on fantasy gaming or for whom this is their first miniatures game. All you need is 6 figures for your heroes and a handful of suitable enemies to fight.
Forbidden Lands is a new take on classic fantasy roleplaying. In this open-world survival roleplaying game, you?re not heroes sent on missions dictated by others - instead, you are raiders and rogues bent on making your own mark on a cursed world. You will discover lost tombs, fight terrible monsters, wander the wild lands and, if you live long enough, build your own stronghold to defend. Contents of the boxed set:
Hardcover Player?s Manual with faux leather covers, including rules for fast character generation, visceral combat, lethal magic, dangerous journeys and for building your own stronghold - easily be ported to your own favorite game world. Hardcover Gamemaster?s Guide with faux leather covers, including a rich and detailed description of the Forbidden Lands setting, a large illustrated Bestiary, extensive random encounters, and three complete adventure sites. The Legends & Adventurers booklet, letting you flesh out your characters and give them unique backgrounds. A huge full-color map, giving you the freedom to explore the Forbidden Lands any way you want, hex by hex. A sheet with sticker for adventure sites and gravestones, transforming the game map to a living, permanent record of your adventures. From the creators of the award-winning RPGs Tales from the Loop, Coriolis - The Third Horizon and Mutant: Year Zero.
This deluxe Gamemaster Screen for the Forbidden Lands roleplaying game is made out of four sections of 3 mm thick hardback, measuring a mighty 688 x 240 mm when unfolded. The outside features beautiful full-color artwork by Alvaro Tapia, and the inside contains charts and tables for easy reference during play.
A NEW TABLETOP ROLEPLAYING ODYSSEY BEGINS... "100 years ago, a satellite detected an object under the sands of the Great Desert..." Homeworld: Revelations gives fans of the original Homeworld game the exciting opportunity to view the universe from a new perspective, taking on the role of the crew aboard one of the Kushan fleet's ships. Whether it's joining the Mothership on its odyssey, or helping re-establish the Hiigaran homeworld, there will be endless adventures. Homeworld: Revelations expands on what we know of the Kushan people and the game's major factions, like the Kadesh and the Taiidan.
Fans of the universe will learn that there are more incredible secrets hidden within the Guidestone which can be discovered through the roleplaying game. You can expect more detail on the people of the whirlpool galaxy so players can create their own stories of discovery and adventure, revisit locations from Homeworld to uncover their mysteries, and even explore the events of the Exodus to find out what else the Kushan discovered, gained and lost on that famous journey. "On the stone was etched a galactic map and a single word more ancient than the clans themselves... Hiigara - Our home." You're not grounded! Simple ship combat rules give you everything you need to take command of fighters, corvettes, frigates, Capital ships, Super Capital ships and of course the iconic Mothership herself! A 300 page full-colour royal size (234x156mm) sewn hardback designed for ease of use at the table.
Begin your Homeworld: Revelations odyssey with this special custom dice set featuring high-quality dice produced in starship grey with light blue details.
This three panel folding Gamesmaster Screen features a climatic fleet battle scene with a brand new piece of Homeworld art commissioned for this on the front. The reverse shows a host of useful tables and references for the gamemaster. There will also be a set of handouts and tokens for Threat and Momentum.
This newest edition of Index Card RPG, the MASTER EDITION, combines ICRPG's numerous worlds, streamlined D20 rules and critically acclaimed GM know-how all in one high quality hardback, all revised and updated with its latest playtest data, gathered from players all over the world. For the first time this edition will be available to fans across the world through their friendly local gaming stores.
High Quality Sewn Hardcover (15.6x23.4mm). 400 pages of straight-to-table D20-based tools, monsters, equipment and tidbits to hack into any system or style. Five complete worlds: Fantasy, Sci-Fi, Weird West, Ice Age and Superheroes. A massive collection of D100 loot tables, monster creation tables, and more. A critically acclaimed, nuts and bolts GM section that transcends systems.
From the unreachable boardrooms of the Hyperpowers to the cold asteroids of Human Edge, and the bright allure of Maya to the dark corners of Arachne, intrigues and confrontations take place across every aspect of the Human Sphere. New plots, counteroffensives, and plans for subterfuge are deployed with a frantic pace even ALEPH would struggle to process.
Walking an infinitesimally thin line amidst the political, social and physical turmoil, 0-12 agents are tasked with containing the chaos before it escalates, allowing regular citizens of the Human Sphere to live their lives blissfully unaware of the dangers that threaten to unravel the delicate balance of powers.
Adventures in the Human Sphere provides a collection of far-reaching missions, each designed to thrust your agents into the path of machinations and conflicts that jeopardise the fragile alliances which bind humanity together.
We are the Combined Army, Conquest is our purpose and none will stop us!
From the darkest reaches of the galaxy, an implacable tyrant looms slowly and inexorably, searching for intelligent races, studying them, contacting them, and ultimately absorbing them. Behold the Evolved Intelligence, an alien virtual entity bent on achieving the godlike state known as Transcendence. To reach its objective, the EI will use every tactic and strategy necessary to increase its almost infinite knowledge of the universe. This includes shrewd political alliances, peaceful unification, and where necessary, all-out war.
The Combined Army sourcebook gives players the opportunity to approach the Paradiso conflict from the other side and GMs a vast array of information to better understand the implacable enemy of the Human sphere.
This 112 page PDF features:
Hypercorps, megacorps, empresas. The corporate battlefields of the Human Sphere are as vicious as a Friday night at the Gambate Cantina and as deadly as Paradiso?s Cauchemar cats. From the top-tier lobby backstabbing in Santiago di Neoterra and Concilium Prima to the very real backstabbing among Submondo?s most vicious criminals, the hypercorps? influence permeates every aspect of humanity?s existence.
Leviathans of apparent corruption, lacking soul and empathy, the hypercorp is the epitome of all of society?s sins and injustice, or so the hard-line terrorists rant in the deep corners of Maya and Arachne. Yet, the hypercorps sustain billions of people all around the galaxy, and no matter what the general consensus, they are here to stay for the hypercorp is the very essence of the Human Sphere.
Fame, glory and fortune wait for those brave or foolhardy enough to risk the dangers of Paradiso, so gear up and don't miss the next Orbital Elevator planet side! Join the Human Sphere's mightiest warriors and try to stop the Evolved Intelligence's onslaught or lose yourself in populous cities under siege while you try to figure out who the infiltrated spy is feeding information to your enemies. Make sure you bring all your best equipment and don't forget your bathing suit, for things are about to get hot in the Meat Grinder also known as Paradiso.
We have fun, games and the bloodiest war in the Human Sphere! One of the most fertile planets known, living in this angry planet is a test for the hardiest settlers and warriors. Keep your wits about you or the jungle, its inhabitants or something worse will swallow you whole in an instant. Hiding a tragic and terrible past, Paradiso is home to dark secrets and intrigue. Even before the NeoColonial Wars, the jungle planet has been the theatre of brutal conflict, destined to loom through the histories of numerous civilisations, human and alien alike. Never have the stakes been so high for Paradiso is the grandest trophy in the Sphere. Not only for the vast wealth offered by the system itself but with wormholes connecting to two alien powers, Paradiso is a Rubicon that if lost would lead to the Downfall of the Human Sphere. The Paradiso Sourcebook includes: Information on Paradiso system, from the binary stars Nakula and Sahadeva to Orgoglio and Purgatorio asteroid fields, intriguing planets like Virgil, Dante, Ugolino, Beatrice and more! Details on the current situation in the Paradiso theatre, the race for the last known Cosmolite in the planet and the truth behind the Penny Arcade. Rules and guidelines to play your own Paradiso based campaigns including jungle warfare, terrain and the background of all three Combined Army Offensives in the system! Weapons, equipment and vehicles to prepare for your jungle escapades: caltrops, machetes, flamethrowers, jammers and missiles! Lots of missiles! Detailed rules on how to organize encounters in the dark jungles of Paradiso, wicked bandar-logs, cauchemar cats, nematodes, yorogumo. Brutal vegetation and deadly fauna are just some few of the dangers the paradise planets holds for you!
An immersive Lifepath character creation system, that allows you to choose from a wide range of backgrounds, from crazed Dog-Warrior, to empathic Tohaa. Choose or roll to create the character you want, defining options such as attributes, faction, heritage, homeworld, social status, education, and career. Select your starting gear from a wide range of equipment such as the hacking device and programs you'll utilise, or the type of weapon and ammo you prefer.
All the 2D20 rules you'll need to play, including Heat, Momentum, task resolution, and the triple dynamics of Warfare, Infowar, and Psywar. A gazetteer of humanity's near future, covering the systems and factions of the Human Sphere and beyond. Bonus content exclusive to the Player's Guide including the Agent Handler guide, 2d20 to N3 conversion guide, and stats for the iconic miniatures produced for this very RPG.
In Shadow Affairs, the brutality of the alien's invading forces is only matched by the cynicism of the Human Sphere's powers and hubris, placing the international base of Libra 5 in dire danger. Composed of units from the best and worst humanity can provide, the players will have to join this eclectic base and try to work it into a competent force before their enemy decides to interfere. The largest, most detailed campaign in the Human Sphere so far written. Designed to introduce new players into the universe of the Human Sphere while challenging the veteran player, this Campaign has something for all.
Detailed maps, carefully explained scenarios, and dozens of side-quests to ensure your tour in Paradiso is as twisted as the Wilderness of Mirrors! Carefully balanced encounters and challenges to ensure your gameplay is exciting and hard enough to keep everyone invested. NPC's, equipment, antagonists... All the resources needed for you to run the campaign without recurring to other Sourcebooks. Team Mercury! A whole team of agents ready to help, substitute, sabotage, or even battle the Player Characters, plus rules on how to convert your team of PC's into playable N3 units!
The Seccond Race for the Stars is far behind us. Now it is time to reap the rewards and reach for Infinity and conquer the galaxy! Never has humanity had such a variety of vessels to explore, colonise, trade, and enjoy the void between the stars as today.
The constant expansion of the Human Sphere is firmly based on its exploring, travelling, and controlling capabilities made real thanks to the vast variety of spaceships, from planetary shuttles to Intra-system probes and the all-might behemoths?the Circulars.
Travelling the Sphere?s systems in a huge plethora of vehicles, from the purely utilitarian to the uber-luxurious, is now a simple matter of having the credit or the backup of your empresa. No world is off-limits for the curious and ambitious.
This is the Tohaa Trinomial, the most noble empire in existence! Welcome, friend. Everything we do, we do to reach Exaltation. Anything else is unimportant!
We are the children of Unification, standing together and sailing through the stars, colonizing planets and bringing their wealth of knowledge to the less sophisticated. Sharing our knowledge where possible and destroying those who would oppose it.
The Tohaa softback sourcebook includes:
"My attention was quickly riveted by a large red star close to the distant horizon. As I gazed upon it I felt a spell of overpowering fascination?it was Mars, the god of war, and for me, the fighting man, it had always held the power of irresistible enchantment. As I gazed at it on that far-gone night it seemed to call across the unthinkable void, to lure me to it?" Edgar Rice Burrough?s John Carter of Mars: Adventures on the Dying World of Barsoom transports you to the Red Planet of Barsoom, an arid, dying land of ancient civilizations and fearsome creatures.
Begin your adventures of romance and heroism using a pulp-action inspired variant of the 2d20 System. Take on the role of heroes as you travel, battle, and romance your way across the wondrous and dangerous world of Barsoom. Play as John Carter, Princess Dejah Thoris, the fearsome Thark warrior Tars Tarkas ? or create your own heroes from an exciting variety of options. An overview of Barsoom and its peoples, perfect to introduce new players to the wondrous world of John Carter of Mars. Detailed chapters on Barsoomian technology, creatures and cultures. A new talent focused, narrative variation of the 2d20 System including a step-by-step character generation system designed to create heroes from a variety of backgrounds and concepts. Create a wide variety of characters such as a Dashing Red Martian Duelist, a Brilliant First Born Scientist, a Savage Beastmaster, a Courageous Airship Officer, even Earthborn characters, so players can follow in the bounding footsteps of John Carter himself! A detailed narrator's section filled with information on how to run genre-and-setting appropriate campaigns, including information about the great and terrible secrets of Barsoom. Three eras of play based on the adventures of John Carter himself. Adventure during the Dotar Sojat era, or adventure during the time where Carter became a Prince of Helium and in the years after when he was believed dead, or fight alongside Carter and his allies during the later Jeddak of Jeddaks era. An introductory adventure, the Mind Merchants of Mars, to get players and narrators started on their adventures and immersed in the world of Barsoom.
The Deck of Traits consists of a box with 210 cards describing all advantages, disadvantages, and dark secrets available for the aware archetypes. This makes references to rules for the Gamemaster and the players much easier during play. The players can easily hold on to the cards with the features applicable to its character.
Screams and Whispers is a 224-page hardcover scenario collection with six newly written scenarios. They follow a variation of themes and touch upon different genres of horror, all firmly rooted within the KULT mythos and setting.
The Weapon Deck for KULT: Divinity Lost consists of 55 cards with rules, information, and illustration of both completely new as well as previously presented weapons and gear, such as the assault rifle, shotgun, explosives, flashbang grenades, heavy body armor, magnum handgun, pocket pistol, Molotov cocktail, and many more. The deck facilitates for the players and the Gamemaster with easy reference to applicable rules and data.
Inspired by Celtic mythology in Roman Britain, Legends of Avallen is a roleplaying game that takes you to a mystical island occupied by faithless invaders. For now, peace has been called but it balances on a sword?s edge as all seek to tame the Otherworld?a parallel realm home to fae, demons, dragons, and gods.
On Avallen, the greatest legends rise from humble beginnings, and yours will be no different. The shepherd ordained as a Druid, the bard reborn as a Fae Touched, the thief who found glory as a Gladiator. What tales will be told of you? Will you mend the rifts between worlds, or delve into their depths for fame, fortune, and power?
Legends of Avallen is a complete tabletop roleplaying game in one incredibly illustrated 244-page hardback book.
Features:
The werewolves are starting to remember the power they once had. They are coming. The Hidden World of Liminal will never be the same.
In these pages, meet the werewolves of Britain. Learn about their history, and the collective magic of the werewolf gangs. Understand the motives and structure of the Jaeger family, and its quest for dominion. Meet the people - the War Master, Accalia the Lonely, and the terrifying Rend. Smell the fear that helped make the werewolves, in spite of their power, the despised outsiders of the Hidden World.
They are coming.
Features:
When humanity falls, four powerful industrial and financial dynasties form a covenant called Elysium, after the meadows of eternal Spring of Greek mythology. Deep in the bedrock, they build the enclave named Elysium I, designed to weather the long atomic winter. Now, generations later, Elysium I is a gilded prison, a lonely outpost in a sea of quiet destruction. Fear and suspicion grow unchecked, and the four Houses fight on each other over the dwindling resources that remain. A force of Judicators has been established to preserve law and order in the enclave.
You are one of these judicators. It is your duty to investigate all crimes, but never forget that your strongest loyalty is always towards your family. When humanity sets foot on the surface again, it shall be your House that leads the way into the new dawn. Mutant: Elysium is the third major expansion to the award-winning Mutant: Year Zero roleplaying game. This game tells the origin story of the enclave humans, seeing themselves as the last torchbearers of human civilization. The four Houses of Warburg, Fortescue, Morningstar and Kilgore struggle for power in the Elysium I enclave, oblivious to a rising power that threatens to end their reign forever. Mutant: Elysium can also be played as a stand-alone game. Contents: New rules for creating and playing enclave humans, including their web of contacts with rich and powerful allies. The book includes all the rules you need to play. A detailed description of Elysium I, the mother of all Elysium enclaves, including a beautiful full-color map. The complete campaign Guardians of the Fall, including unique game mechanics that give the players themselves control over the four Houses of the enclave. An overview of how the enclave humans can adapt to life in the Zone, and join the mutants, animals and robots of Mutant: Year Zero, Mutant: Genlab Alpha and Mutant: Mechatron.
Mythic Commander is a fast-paced two-player wargame that allows each general to lead an army of warriors, monsters, mages, and siege weapons in a clash of blades, arrows, and magic.
Build your army from an array of different choices and test your tactical skill against an opponent on the battlefield. Achieve victory by outwitting your enemy and destroying their forces.
Issue orders to control your forces and unleash powerful magics using the game?s Command and Spell Cards.
Customise your army by mixing your choice of 7 factions with 6 civilisations, each of which contains different upgrades that alter the abilities of your army?s soldiers on the battlefield.
This game comes complete with a double-sided map and army tokens to get you playing right away ? you just need some six-sided dice. Mythic Commander is also compatible with any fantasy miniatures you have ? bases all the way up to up to 40mm can be used on the maps provided, but any size is possible on your own battlefield by following the guidelines included in the rulebook.
Features:
Create immersive solo RPG experiences with this dedicated guide from the acclaimed host of the Geek Gamers YouTube channel. This long-awaited solo GM guide is a crash course in solo storytelling: a toolkit to help your solo sessions shine as brightly as hers do.
Inside this 180-page full-colour royal-sized (15.6cm x 23.4cm) softcover book, you?ll discover:
The Captain?s Log Solo Roleplaying Game is a 326-page, full-color standalone digest-sized rulebook that provides a complete, streamlined version of the award-winning 2d20 System used for the Star Trek Adventures roleplaying game, which you can use to create your own Star Trek stories with a dynamic character formed from your own imagination.
Whether you are venturing into the cosmos alone, conducting Galaxy-spanning missions cooperatively with friends, or exploring the unknown with a gamemaster facilitating your adventures, use the guidance and random tables contained in Captain?s Log to generate countless hours of memorable adventures in the Star Trek universe.
Create an original character and then use the tools in this book, combined with your fertile imagination, to fashion your own fascinating Star Trek-style stories. Play in any era of Star Trek - from the 21st century to the 32nd century and everything in between. Explore strange new worlds, new civilizations, and all the wonders of the universe!
What will you discover while exploring the final frontier?
PLEASE NOTE: COVER ART IS THE ONLY DIFFERENCE BETWEEN THE FOUR VERSIONS OF CAPTAIN'S LOG. THE CONTENT IS THE SAME FOR EACH.
The Captain?s Log Solo Roleplaying Game is a 326-page, full-color standalone digest-sized rulebook that provides a complete, streamlined version of the award-winning 2d20 System used for the Star Trek Adventures roleplaying game, which you can use to create your own Star Trek stories with a dynamic character formed from your own imagination.
Whether you are venturing into the cosmos alone, conducting Galaxy-spanning missions cooperatively with friends, or exploring the unknown with a gamemaster facilitating your adventures, use the guidance and random tables contained in Captain?s Log to generate countless hours of memorable adventures in the Star Trek universe.
Create an original character and then use the tools in this book, combined with your fertile imagination, to fashion your own fascinating Star Trek-style stories. Play in any era of Star Trek - from the 21st century to the 32nd century and everything in between. Explore strange new worlds, new civilizations, and all the wonders of the universe!
What will you discover while exploring the final frontier?
PLEASE NOTE: COVER ART IS THE ONLY DIFFERENCE BETWEEN THE FOUR VERSIONS OF CAPTAIN'S LOG. THE CONTENT IS THE SAME FOR EACH.
Engage in Star Trek Adventures roleplaying with the official Command Division roleplaying dice set.
The Command Division supplement provides Gamemasters and Players with a wealth of new material for use in Star Trek Adventures for characters in the command division.
The Command Division supplement includes: Detailed description of the command division, including its role in Starfleet, the various branches within the command division, the role of Fleet Operations, life as a command division cadet, and details on starship operations. Expanded 2d20 Social Conflict rules, enhancing social encounters and galactic diplomacy. An expanded list of Talents and Focuses for command and conn characters. Over a dozen additional starships and support craft to command and pilot, including the NX, Nebula, Sovereign, and Steamrunner classes, as well as many shuttle types and the indomitable Work Bee! Advice on creating command division focused plot components for your missions to test the mettle of your captain and flight controller. New rules on running Admiralty-level campaigns that let you command entire fleets, as well as information on commanding starbases. Detailed descriptions and game statistics for a range of Command and Conn focused NPCs and Supporting Characters.
The Star Trek Adventures supplementary rulebooks and sourcebooks require the Star Trek Adventures core rulebook in order to play.
Star Trek Adventures takes you to the final frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighbouring galactic powers or into the eye of interstellar phenomena. Your ship and your crew epitomise the best Starfleet and the United Federation of Planets has to offer, and you are needed more than ever!
Create your own Star Trek stories of discovery and adventure on the final frontier. Complete 2d20 game system from Modiphius Entertainment adapted for Star Trek Adventures. An extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants. Guidelines for Gamemasters old and new, on how to run an adventure of exploration and discovery for the crew of a Federation starship. A full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion. Brought to you by a team of expert Star Trek writers including writers from previous editions of Star Trek roleplaying games and other gaming talent. Personal logs and intercepted communications by Starfleet Intelligence provide a new perspective on Star Trek and its events.
The official Star Trek Adventures Gamemaster Screen is a high quality three panel screen to help power your Star Trek missions. The exterior features beautiful rendered artwork of Starfleet vessels and Romulan cruisers, while the inside cover contains useful rules references, tables, charts and random generators for Gamemasters so the 2d20 system is at your fingertips!
The Gamemaster screen contains: Beautiful artwork that wraps around the 3 outer facing panels of the screen. Rules references for Task Difficulty, Momentum spends, Conflict tasks, and Non-Player Character special rules. Reference tables for weapons, damage, and NPC crews. 6 x double sided laminated reference sheets for bridge positions on one side and player aids on the other side. Folded poster map of the Alpha & Beta Quadrants. This double-sided folded map gives you a comprehensive overview worthy of Stellar Cartography itself! It includes the new Shackleton Expanse created for the Star Trek Adventures Living Campaign. Giant 30cm x 90cm size!
THROUGH THE WORMHOLE?....LET?S JUST SAY IF YOU WANT TO DO BUSINESS IN THE GAMMA QUADRANT, YOU HAVE TO DO BUSINESS WITH THE DOMINION. -- ZYREE, DOSI TRADER. The Gamma Quadrant Sourcebook provides Gamemasters and Players with a wealth of information to aid in playing characters or running adventures set within the ever-expanding Star Trek universe.
The Gamma Quadrant Sourcebook contains: Information on the Federation?s relationship with the Dominion and other Gamma Quadrant denizens, as of 2375. Material about the Dominion and its history, structure, and culture; including information on many of its member worlds, allies, and enemies. Detailed information about the brutal Dominion War, from its beginnings as a cold war to open conflict involving billions of beings. A dozen new alien species to choose from during character creation, including the Dosi, Lurians, S?ona, Wadi, and the Changelings! A selection of starships from the Dominion and S?ona, as well as several notable wartime Federation vessels. Guidance for the Gamemaster on running missions and continuing voyages in the Gamma Quadrant and on the front line, along with a selection of new Non-Player Characters to enhance encounters.
The Star Trek Adventures Klingon Empire Gamemaster Toolkit gives the gamemaster all the rules references they need to run a mission in the final frontier. It also gives players reference sheets for each of the roles in the Klingon Defense Force and on the bridge of a Klingon warship. This toolkit includes:
A 4-panel gamemaster screen, packed with rules for the 2d20 system and reference tables needed during play. Stunning starship art wrapped around the outer sides of the screen. Six double-sided reference sheets including the actions of each role aboard a warship, Momentum spend reference tables, and conflict rules references. A complete 20-page standalone adventure for gamemasters to use as a one-shot mission or as part of a longer campaign. An A2-sized map of Klingon space with Klingon labels, and on the reverse, a map of the Alpha and Beta quadrants, focused on the Klingon Empire.
The Star Trek: Lower Decks Campaign Guide expands upon the core Star TrekAdventures roleplaying game experience by providing detailed advice on creating junior officers and using them to tell amazing Star Trek-style stories with the fun, irreverent tone presented in Star Trek: Lower Decks.
Whether you?re cleaning holodeck biofilters, conducting an anomaly consolidation day, participating in a second contact, or enjoying some well-earned Buffer Time, there?s always something new to encounter and learn, both within the universe and yourself and your fellow crewmates.
How will you make a name for yourself and your companions?
These are the Voyages: Volume 1 presents eight ready-to-play missions for Star Trek Adventures. Within this 164 page hardback book, Gamemasters will find the means to test their Starfleet officers at the front line of Starfleet operations.
This book contains: 8 ready to play missions using the 2d20 game system from Modiphius Entertainment adapted for Star Trek Adventures, and requires the Star Trek Adventures core rulebook to play. Uncover the truth about an anomalous wormhole that has trapped an older starship vessel. Weigh up the dilemma of the Prime Directive with an intelligent species that originates outside the confines of normal space and time, subjugated by another civilization. Rescue a Federation science vessel, drifting dangerously inside the Romulan Neutral Zone, avoiding an escalation into war. Investigate strange events on Carina VII, where a colony is rapidly disintegrating around its foundations. Explore a strange alien space station, containing a massive forest eco-system of its own. Foil plans to spread a long dead plague and uncover the truths of its origin. Stop the theft of an experimental torpedo and pursue its thieves to expose their plot. Respond to a distress signal from a mining colony in revolt and discover new life in its mines.
Star Trek Adventures takes you to the final frontier of the Galaxy, where new discoveries await the keen explorers of Starfleet. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighboring galactic powers or into the eye of interstellar phenomena.
The 304-page Star Trek Adventures Rules Digest is a more compact version of the core rulebook and features updated original era layout and art throughout. Previously available only as part of the Tricorder Collector?s Box Set, this handy, digest-sized softcover edition is perfect for landing parties and gaming on the go!
Engage in Star Trek Adventures roleplaying with the official Sciences Division roleplaying dice set.
The Shackleton Expanse Campaign Guide for the Star Trek Adventures Roleplaying Game presents a thrilling, all-new area of the Beta Quadrant to explore: the Shackleton Expanse. Countless wonders and mysteries await within, including strange spatial phenomena that confuse sentient life-forms as well as starship sensors, ancient alien technologies powerful enough to move or obliterate entire star systems, dangerous new species to encounter, and so much more!
EXPLORE STRANGE NEW WORLDS! A detailed sandbox setting centered on the Shackleton Expanse and Starbase 364, the only jointly-run Federation-Klingon starbase.
SEEK OUT NEW LIFE AND NEW CIVILIZATIONS! Five new playable alien species, including the Orions and four species unique to the Shackleton Expanse.
BOLDLY GO WHERE NO ONE HAS GONE BEFORE! An epic 10-part campaign spanning the original series and The Next Generation eras, featuring the mysterious Tilikaal.
The Star Trek: Discovery (2256-2258) Campaign Guide presents an all-new time period for telling dramatic Star Trek Adventures stories based on the first two seasons of Star Trek: Discovery. Engage in desperate battles, investigate scientific wonders and strange alien constructs, participate in post-war recovery, and join the search for the mysterious Red Angel.
The divided Klingon Empire unites under one banner. Total war breaks out between the Federation and Klingon Empire. Scientists and explorers are forced to become soldiers. Independent traders and civilians everywhere struggle to survive and thrive.
How do you join the fight for the future?
The Star Trek: Discovery (2256-2258) Campaign Guide Collector's Edition presents an all-new time period for telling dramatic Star Trek Adventures stories based on the first two seasons of Star Trek: Discovery. Engage in desperate battles, investigate scientific wonders and strange alien constructs, participate in post-war recovery, and join the search for the mysterious Red Angel.
The divided Klingon Empire unites under one banner. Total war breaks out between the Federation and Klingon Empire. Scientists and explorers are forced to become soldiers. Independent traders and civilians everywhere struggle to survive and thrive.
How do you join the fight for the future?
The Utopia Planitia Starfleet Sourcebook for the Star Trek Adventures roleplaying game presents a wealth of information centered around Starfleet operations and a complete guide to constructing Federation starships, space stations, and small craft, either using existing spaceframes or creating your own. From the 21st century to the 25th, state-of-the-art Starfleet vessels push the boundaries of known space, gathering knowledge for all. Space stations form waypoints and communities in new regions of space. Bold crews staff those ships and stations, eager to make the next discovery. What vessel will you take beyond the farthest star?
The Utopia Planitia Starfleet Sourcebook is a handy reference for gamers and non-gamers alike. The Next Generation Collectors Edition is strictly limited to this first print run and features a leather cover with a blueprint style illustration of The Next Generation era Galaxy Class USS Enterprise. Features: An extensive discussion of Starfleet's history, from its humble beginnings in the 22nd century to its operational capacity in the 25th century. Detailed information on operations aboard a Federation starship, including daily life, locations, shipboard systems, procedures, and more. Guidance on how to create your group's 'home in the stars', whether it's a starship or space station, and on how to make that home a character in its own right. A complete system for creating your own spaceframes for use in your ongoing missions and campaigns. Updated game statistics and graphics for more than 70 Federation and Starfleet starship classes, space stations, and small craft. Gamemaster advice and optional rules to enable amazing ship- or station-based storytelling experiences. This book requires a Star Trek Adventures core rulebook to use.
The Utopia Planitia Starfleet Sourcebook for the Star Trek Adventures roleplaying game presents a wealth of information centered around Starfleet operations and a complete guide to constructing Federation starships, space stations, and small craft, either using existing spaceframes or creating your own. From the 21st century to the 25th, state-of-the-art Starfleet vessels push the boundaries of known space, gathering knowledge for all. Space stations form waypoints and communities in new regions of space. Bold crews staff those ships and stations, eager to make the next discovery. What vessel will you take beyond the farthest star?
The Utopia Planitia Starfleet Sourcebook is a handy reference for gamers and non-gamers alike. The Original Series Collectors Edition is strictly limited to this first print run and features a leather cover with a blueprint style illustration of the Original Series era Constitution Class USS Enterprise. Features: An extensive discussion of Starfleet's history, from its humble beginnings in the 22nd century to its operational capacity in the 25th century. Detailed information on operations aboard a Federation starship, including daily life, locations, shipboard systems, procedures, and more. Guidance on how to create your group's 'home in the stars', whether it's a starship or space station, and on how to make that home a character in its own right. A complete system for creating your own spaceframes for use in your ongoing missions and campaigns. Updated game statistics and graphics for more than 70 Federation and Starfleet starship classes, space stations, and small craft. Gamemaster advice and optional rules to enable amazing ship- or station-based storytelling experiences. This book requires a Star Trek Adventures core rulebook to use.
The landscape was full of machines and scrap metal connected to the facility in one way or another. Always present on the horizon were the colossal cooling towers, with their green obstruction lights. If you put your ear to the ground, you could hear the heartbeat of the Loop ? the purring of the Gravitron, the central piece of engineering magic that was the focus of the Loop?s experiments. The facility was the largest of its kind in the world, and it was said that its forces could bend space-time itself. Scifi artist Simon St†lenhag?s paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts, have won global acclaim. Now, you can step into the amazing world of the Loop.
In this roleplaying game in the vein of E.T. and Stranger Things, you'll play teenagers solving mysteries connected to the Loop. The game rules are based on Mutant: Year Zero.
Key features:
The Fate of the World is in Your Hands!
Welcome, agents. Enter a world of international espionage and action in a modern setting. Delve into a world of spies, assassins, diabolical masterminds and suave secret agents.
The Spy Game is an action & espionage roleplaying game built using the 5th edition of the world?s most famous roleplaying game. Peer behind the curtain of society into the world of the agencies and take your place as a world class spy. Together with your crew of con-artists, specialists, infiltrators and hackers you will influence, subvert, and overcome any challenge.
The Spy Game GM screen provides front facing covert-world artwork and GM facing pages of useful tables and quick notes. Also includes spy trope and motifs rules for customizing your games to make them more like action movies or closer to nail-biting thrillers, all covered by the spy genre.
Race to a lost agent holding the key the survival of the agency...
The wind roars through your shattered windshield as the tires of your smashed car scream, smearing a layer of scalding hot rubber across the blistering asphalt. People dive to safety just as one of the outriders swerves into the passenger side door, causing your vehicle to spew a geyser of electric yellow sparks as your driver side grinds against a concrete wall. Your foot smashes the pedal and a quick swerve gives you back control of the road. The speedometer passes 90 mph and the engine snarls as you gain the lead, your team laying down cover fire while you accelerate towards the helipad 80 feet away.
The helicopter?s engine is already running. The target?s on the move. You have seconds to react or they?ll be out of reach forever...
This standalone 24-page adventure for The Spy Game Roleplaying Game, based on the worlds most popular Roleplaying game.
Discover intrigue and espionage as corporate interest and political scandal threaten more than just a re-election...
Assigned by the Caledonian Spy Group (CSG), the team is hired to investigate an American Senator. The Senator has been on the campaign trail, transferring money into and out of his account as part of his bid for the U.S. presidency. Most of these donations appear legitimate, but there is more than one item which appears a little too generous for the sender they relate to, and as such the agency has been tasked with investigating the senator?s private financial records.
Fortunately, an opportunity to access this information has presented itself?