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Kill Sector Ultra Forge - Over 150 New Functions

Kill Sector Ultra Forge - Over 150 New Functions


Smoke rising from a furnace. The thick smell of burning coal and molten lava. A rhythmic clanging of metal on metal - K-tang! K-tang! K-tang! With wild-eyed fervor, The surly warrior-blacksmith slams his nitro-powered mallet against a formless hunk of iron, transforming it into the forestock of his now-complete Triclops Sequencer rifle. The magic anvil upon which he works augments his expertise,...   [click here for more]
Bahunga Worldwide   FREE 

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Monster 31 - New Monsters and Functions for Kill Sector

Monster 31 - New Monsters and Functions for Kill Sector


Oozing blood slimes slither beneath your feet... the treacherous TV Man bares his electric teeth in wait of prey... a nightsmoke assassin licks his blade, cackling at the knowledge that only you can see him... technicolor hypno-bugs wipe your mind and implant wicked thoughts within the void... a leering contract fiend hands you parchment and pen, "sign here, and all this will be yours... and...   [click here for more]
Bahunga Worldwide   FREE 

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Gregorius21778: 30 Malfunctions for Suits of Powered Armor

Gregorius21778: 30 Malfunctions for Suits of Powered Armor


Attention/Please read first! This is not the work of a native speaker. Please check the preview to see if my English matches your standards.    Are you a MutantLord in search for some lemons to apply to the suits of powered armor the PC are trying to get themselves? Do you run an OSR sci-fi military campaign and need some serious battle damage? Or are you the GM of...   [click here for more]
Kai Pütz a.k.a Gregorius21778  $0.25

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100 Oddities for a Found Car

100 Oddities for a Found Car


Welcome to the “Oddities” series of sourcebooks, each of which presents 100 imaginative elements, curios, and details to add to games and stories in whatever way you like! Oddities are things that stand out from the ordinary, and make you — and your characters — wonder about them.  This edition of the Oddities series looks at items that might be found variously in the trunk, glove compartment,...   [click here for more]
Skirmisher Publishing  $0.99 $0.49

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100+ Starship Names

100+ Starship Names


This PDF gives you over 100 different Star System, Planet and Location Names for your games ...   [click here for more]
Art of War Games  $0.50

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101 Starship Cargos

101 Starship Cargos


No matter what sci-fi setting you are using, if the PCs are around starships at some stage they're probably going to ask what's in a particular cargo container. 101 Starship Cargos offers a quick list for the busy gamemaster of possible contents - some mundane, and some surprising. Several examples include: 12. Bolts of cloth 66. Money (counterfeit) 96. Stun...   [click here for more]
Polgarus Games  $0.50

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101 Starship Model Names

101 Starship Model Names


Making a game universe seem alive and 'real' is a challenge all gamemasters face. Once thing that can help is throwing in the occassional small detail, to make the players feel the setting has many more details they just haven't noticed yet. In a space setting, one simple detail a gamemaster can add is a model name for the different ships in the settings, beyond generic ship types like "trader",...   [click here for more]
Polgarus Games  $0.50

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Black Hat Magic

Black Hat Magic


Advanced computer and magic users share many traits, including their eccentric natures, propensity to recluse themselves, and shared taste for comfortable clothing. It stands to reason therefore, that if the respective users of these arcane skills share personality traits, that they might use their abilities in similar ways as well. One phenomenon that makes for a fascinating study, but lacks a magical...   [click here for more]
Skirmisher Publishing  $0.50

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Brimling

Brimling


"He Who Feeds Me, Leads Me." Brimling brings freebooting fun to your White Star campaign. These diminuitive space pirates ply the stars in search of the greatest plunder in the galaxy: a fine meal. Pint-sized swashbucklers wielding Star Swords stand at the helm of exotic open-decked Star Galleons, eager for adventure, excitement, and a buffet of trouble!...   [click here for more]
Gallant Knight Games  $0.74 $0.50

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Combat Medic

Combat Medic


Guts, Grenades, and a Galaxy at War Whether its laser burns or cybernetic surgery, the Combat Medic is more than just a healer. Able to wield arms and armor alongside Mercenaries and Star Knights, they are a lifeline on the battlefield and can be the difference between life and death for the brave few who seek adventure among the stars. Combat Medic introduces a new...   [click here for more]
Gallant Knight Games  $0.74 $0.50

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d66 Generational/Sleeper Ship Names

d66 Generational/Sleeper Ship Names


Ever needed a name right now and all you could think of was "Bob"? Do you want quick descriptions and details fill out your adventures? The d66 series is the answer for you. Each list consists of 36 possibilities to get you out of a pinch. Set in the Foreven Sector, each list comes ready to be integrated into your OTU game. Just roll your d66 and you have your answer. Hundreds, if not thousands, of...   [click here for more]
Jon Brazer Enterprises  $0.50

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d66 Warship Names

d66 Warship Names


Ever needed a name right now and all you could think of was "Bob"? Do you want quick descriptions and details fill out your adventures? The d66 series is the answer for you. Each list consists of 36 possibilities to get you out of a pinch. Set in the Foreven Sector, each list comes ready to be integrated into your OTU game. Just roll your d66 and you have your answer. Every planet, corporation, independent...   [click here for more]
Jon Brazer Enterprises  $0.50

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Guns of the Frontier vol. 1

Guns of the Frontier vol. 1


Enrich your campaigns with new weapons for The Frontier. This sourcebook includes 5 new guns, each with 6 variants: The Phalanx, an exotic needler that provides perimeter defence to prevent enemies from overpowering you. The Punisher, a rare assault rifle that returns fire to those who dare to strike you. The Wabbit, a rare grenade that bounces around and sprays deadly fire. The Wildcard, a rare combat...   [click here for more]
One Dwarf Army  $0.50

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Guns of the Frontier vol. 2

Guns of the Frontier vol. 2


The first rule of survival in The Frontier is to never leave home without your trusty pistol, rifle or rocket launcher. And bring a grenade or two just in case. This sourcebook for The Frontier RPG introduces 9 new weapons. Feel the explosive power of microcharge guns, such as the Blastar or Dodgenaught. Buff your allies with boost grenades like the Purple...   [click here for more]
One Dwarf Army  $0.50

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Guns of the Frontier vol. 3

Guns of the Frontier vol. 3


The first rule of survival in The Frontier is to never leave home without your trusty pistol, rifle or rocket launcher. And bring a grenade or two just in case. This sourcebook for The Frontier RPG introduces 4 new light armor models. Lifesaver: An experimental dimensional drive might save you by diverting attacking energy to another dimension. Experimental as in it doesn't work most...   [click here for more]
One Dwarf Army  $0.50

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Guns of the Frontier vol. 4

Guns of the Frontier vol. 4


The first rule of survival in The Frontier is to never leave home without your trusty pistol, rifle or rocket launcher. And bring a grenade or two just in case. This sourcebook for The Frontier RPG introduces 5 new weapons. Doubling Dolly (legendary bazooka): Although cloning one's self requires an expensive laboratory, you can effortlessly clone the next best...   [click here for more]
One Dwarf Army  $0.50

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Guns of the Frontier vol. 5

Guns of the Frontier vol. 5


The first rule of survival in The Frontier is to never leave home without your trusty pistol, rifle or rocket launcher. And bring a grenade or two just in case. This sourcebook for The Frontier RPG introduces 5 new grenades. Ackbar (exotic grenade): It’s so obviously a trap. Comet (uncommon grenade): Who said that grenades...   [click here for more]
One Dwarf Army  $0.50

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Guns of the Frontier vol. 6

Guns of the Frontier vol. 6


The first rule of survival in The Frontier is to never leave home without your trusty pistol, rifle or rocket launcher. And bring a grenade or two just in case. This sourcebook for The Frontier RPG introduces 5 new weapons.. Bad Manners (uncommon pump shotgun): Knocking will get you through many doors. For all the rest there is this shotgun. Blizzard (rare pump shotgun): Don’t feel too...   [click here for more]
One Dwarf Army  $0.50

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Mongoose Traveller Character Sheet

Mongoose Traveller Character Sheet


Designed for the Mongoose edition of Traveller, this is a complete character sheet to record most of your characters details. Requires the use of the Traveller Rule Book from Mongoose Publishing. ©“Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this licence can be...   [click here for more]
Moon Toad Publishing  $0.50

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Mutation Artifacts

Mutation Artifacts


Mutation artifacts are devices created both by those who lived before the cataclysm and wasteland dwellers that modify mutations. This mini-sourcebook describes two-dozen sorts of such items and includes four new mutations.  Contents of this publication are stat’ed for a “Basic” version of the OGL/d20 system and is compatible with any games that use it, especially ones like the Mutant...   [click here for more]
Skirmisher Publishing  $0.50

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New Golems of the Labyrinth

New Golems of the Labyrinth


Of all the creatures found guarding hoards of lost treasure, Golems — constructs created by powerful spell casters from specific sorts of materials — are among the most interesting and dangerous. Some might even constitute treasure in and of themselves.  Golems crafted from materials like clay, flesh, stone, iron, amber, bone, bronze, and wood are familiar to the players of OGL-based games,...   [click here for more]
Skirmisher Publishing  $0.50

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Rock Star

Rock Star


"All The Galaxy's A Stage" The Rock Star storms the stage with intergalactic power ballads, sonic guitar solos, and all the swagger of a leather-clad icon. With nothing more than an axe and an ego, he'll change the fate of the universe - one chord at a time - all in the hopes of become a Rock God. Rock Star introduces a new character class to White...   [click here for more]
Gallant Knight Games  $0.74 $0.50

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Threat Record Vol. I, Issue #3

Threat Record Vol. I, Issue #3


Threat Record Magazine is growing! Still a standard bearer for the amazing 4C System, Threat Record is now expanding its coverage to include great game information from other open gaming systems including OpenD6, Mutant Future, Labyrinth Lord, and many, many more! This issue of Threat Record has a focus of cyber-ware, and spy tech at its core. You are introduced to special Team 37, a group of NPC...   [click here for more]
Keck Publishing  $0.50

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Threats of the Frontier vol. 1

Threats of the Frontier vol. 1


It's hard to think of a tree as an apex predator, but that just shows how different Prometheus is from Earth. The Thresher Tree looks virtually indistinguishable from the other majestic trees populating Prometheus' forests. That is until its tentacle-like roots spring out of the ground to bite, maul and roast any prey foolish enough to come close. This sourcebook for The Frontier RPG introduces...   [click here for more]
One Dwarf Army  $0.50

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Traveller OGL: Alienist

Traveller OGL: Alienist


A full career path for the Traveller OGL Many people are fascinated by alien cultures but for some it becomes an obsession and for a few, exceptional people they become a part of the culture that fascinates them. Accepted in a way that most never could be. Caught between their own people and their obsession, the Alienist is a bridge between disparate cultures separated by light...   [click here for more]
Postmortem Studios  $0.50

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Uttin

Uttin


Scavengers of the Stars Diminutive, rat-like and clad in filthy robes, the Uttin are regarded as the dregs of the universe. Yet, these clever scavengers are clever and resourceful. Traveling the stars in their massive Spaceslinker starships and wielding a plethora of unique weaponry, their unorthodox mastery of galactic technology is an aid to any party of interstellar adventurers...   [click here for more]
Gallant Knight Games  $0.74 $0.50

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Vehicle plinth bases 3D STL model

Vehicle plinth bases 3D STL model


A pack of 2 base designs for our vehicle miniatures. Contains: A plain plinth base model for mounting vehicles A plain plinth base model for mounting vehicles on for wargaming. Designed for grav or surface effect vehicles roughly 1-2m above the ground. And you get a booklet containing a table of scale sizes to print them at. ...   [click here for more]
FSpace Publications  $0.50

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Wisdom from the Wastelands Issue #11: Optional Combat Rules

Wisdom from the Wastelands Issue #11: Optional Combat Rules


In almost every roleplaying game, one of the biggest aspects is combat. Mutant Future is no exception, for, in many ways, combat could be considered one of the game’s most crucial aspects — next to mutations! In this spirit, here are several new optional rules a Mutant Lord can use to expand the combat possibilities in his or her game. Wisdom from the Wastelands is dedicated to providing...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #13: Medical Devices

Wisdom from the Wastelands Issue #13: Medical Devices


Fantasy has spells and potions to heal injuries and resurrect the dead. Science fantasy has similar ways of curing what ails, but through technology. Although the Mutant Future core book describes a plethora of drugs, there were only a handful of medical devices available as technological treasure. This issue provides several new pieces of medical equipment that Mutant Lords can use as rewards,...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #15: Robots Part 1

Wisdom from the Wastelands Issue #15: Robots Part 1


Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. This is the first of four robot-themed issues, and presents eight new robots, as well as several new weapons and accessories. Only a few of the robots in this article have precise dimensions; the examples here are intended as types, not specific...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #16: Robots Part 2

Wisdom from the Wastelands Issue #16: Robots Part 2


Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. In this second installment of four robot-themed issues there are eight new robots, as well as several new accessories, a new weapon, and a new form of locomotion. Only a few of the machines in this article have precise dimensions; the examples here are...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #17: Artifact Conditions

Wisdom from the Wastelands Issue #17: Artifact Conditions


Artifacts play a key role in Mutant Future. Like magical items in fantasy games, artifacts are treasures sought by adventuring parties that brave the mutant-infested ruins of the Ancients’ world. But often these treasures are in less than pristine condition due to factors such as age, neglect, or misuse. Wisdom from the Wastelands is dedicated to providing useful information, game...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #18: Robots Part 3

Wisdom from the Wastelands Issue #18: Robots Part 3


Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. In this third installment of four robot-themed issues there are eight new robots, as well as several new accessories, a new weapon, and a new form of locomotion. Only a few of the machines in this article have precise dimensions; the examples here are intended...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #19: Robots Part 4

Wisdom from the Wastelands Issue #19: Robots Part 4


Robots are just as important to Mutant Future as are biological creatures. They can be antagonists, sources of information, or even slave labor. In this fourth installment of author Derek Holland’s robot-themed issues there are new forms of locomotion, new accessories and weapons, and some additional rules.  Wisdom from the Wastelands is dedicated to providing useful information,...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #1: Artifacts, Manuals, and Toolkits

Wisdom from the Wastelands Issue #1: Artifacts, Manuals, and Toolkits


Welcome to the inaugural issue of Wisdom from the Wastelands! This publication is dedicated to providing useful information, game content, and ideas to players of modern, science fiction, and post-apocalyptic table-top and role-playing games in general, and to fans of Goblinoid Games’ Mutant Future RPG in particular. The rules it contains are compatible with this game and with any others...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons

Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons


Although most Ancients considered melee weapons like swords, axes, maces, spears, and even exotic ranged weapons such as bolas and shuriken to be archaic, some did practice the use of such weapons, and there were inevitably high-tech versions of them. This issue deals with these modern melee weapons, describes alternate methods of creating them, and introduces some new weapons.  Wisdom from the...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #22: Personal Shields

Wisdom from the Wastelands Issue #22: Personal Shields


Force screens were developed for individuals from all walks of life, to guard them from all manner of threats. There were simple fields that warded users from the insults of weather and city life, those that protected police against small caliber firearms, and those used in military powered armor systems and combat vehicles. All shields operate on the same basic mechanic: they project a protective...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #24: Weapon Modifications

Wisdom from the Wastelands Issue #24: Weapon Modifications


This issue presents technologies and items for making Mutant Future weapons more lethal and combat more colorful. These additions include expanded range rules, new ammunition types for both modern firearms and archaic missile weapons, and many new ways for your group to satisfy their inner gunsmiths.  Wisdom from the Wastelands is dedicated to providing useful information, game content,...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #26: Energy Weapons

Wisdom from the Wastelands Issue #26: Energy Weapons


The latest installment in our popular series on leading edge military technology and combat rules, this issue brings five deadly weapon systems and several new combat “conditions” to your gaming table. As a warning, Mutant Lords should use this equipment with care — some of these systems are extremely powerful. Even those weapons that do not appear lethal can devastate specific target...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #28: Nanotechnology I

Wisdom from the Wastelands Issue #28: Nanotechnology I


Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many of these breakthroughs helped make the Ancients’ lives easier, but others became microscopic dogs of war, let slip to wreak havoc and destruction. The first in our series on nanotechnology, this issue...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #30: Nanotechnology II

Wisdom from the Wastelands Issue #30: Nanotechnology II


Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many of these breakthroughs helped make the Ancients’ lives easier, but others became microscopic dogs of war, let slip to wreak havoc and destruction. This issue features a host of tiny tools and toys you...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #31: Nanotechnology III

Wisdom from the Wastelands Issue #31: Nanotechnology III


Continuing with the examination of this hi-tech subject that we started in issues #28 and #30 of Wisdom from the Wastelands, this third installment in our nanotechnology series presents many new nanites and a new terror weapon, the Converted, that Mutant Lords can unleash upon their players. Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #33: Drugs

Wisdom from the Wastelands Issue #33: Drugs


The science fiction equivalent of magical potions and elixirs, drugs and medications are similarly treasured. Because of widespread use by the Ancients, chemical compounds of all sorts can be found almost anywhere: in ruined bases, villains' caches, or within the junk hoarded by mutant monsters. These potent pharmaceuticals can bring a character back from the brink of death, or provide enough of an...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #35: Terror Weapons

Wisdom from the Wastelands Issue #35: Terror Weapons


During the final wars, various factions came to rely on psychological tactics like terror, rather than conventional bombs, bullets, and energy beams, as their weaponry of choice. Many believed a terrified populace was an unproductive populace, demoralized and ripe for civil unrest, all useful conditions for the terror-users. Sometimes this strategy worked, but other times it backfired so badly the...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #38: Radiation Sickness

Wisdom from the Wastelands Issue #38: Radiation Sickness


Radiation. For many in a post-apocalyptic world, the word conjures burning thoughts of flesh-corrupting terror; for others, the tingling aura of mutation-granting nirvana. In the core Mutant Future rules this damage/mutation mechanic is cut and dried: you get crispy and a roll to save — fail enough times you get dead or sprout something. This first installment of a two-part series makes things...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #39: Unique Superscience Artifacts

Wisdom from the Wastelands Issue #39: Unique Superscience Artifacts


Imagine — barely 50 years ago — pulling out your smart phone in Dallas to take a selfie as President Kennedy passed by. The technology people casually sit on today might have gotten you disappeared by an alphabet agency, for possessing alien devices and/or photobombing by the Grassy Knoll gunman. A hundred years ago, talking into your hand could have landed you in an asylum. Three centuries ago,...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #3: High-Tech Weapons

Wisdom from the Wastelands Issue #3: High-Tech Weapons


Like magical weapons in fantasy games, high-technology firearms are treasures that adventurers seek out with great eagerness in the post-apocalyptic world. No matter how cool a weapon is, however, players will always be looking for something better to use against the many hazards that populate the science fantasy post-apocalyptic wastes, and this third issue of Wisdom from the Wastelands is...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation

Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation


As one of technology’s four horsemen, radiation is an important factor in post-apocalyptic and sci-fi games: hazard, theme, bringer of mutation, waster of civilizations. The game mechanics assume a single kind of radiation, which reacts in a single way with the human, animal, or mutant plant body. But in real life, this isn’t the case. Radiation comes in different forms, with different intensities...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II

Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II


Excalibur. Mjolnir. Aegis. The Millennium Falcon. The Eiffel Tower. A red shirt. A sonic screwdriver. The Horn of Roland. The Spear of Destiny. Whether from myth, history, fiction, fantasy, or actual real life, weapons and armor, personal objects, vehicles and buildings all can become iconic, even legendary and use such advanced technology that they appear to be magical. Wisdom from the Wastelands’...   [click here for more]
Skirmisher Publishing  $0.50

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Wisdom from the Wastelands Issue #43: Optional Combat Rules II

Wisdom from the Wastelands Issue #43: Optional Combat Rules II


As a weary game master, nearing the end of a long session and faced with a sudden, sticky conundrum, have you ever looked across at a table full of your eager/irate/meddlesome players (taut  with the expected wisdom of your decision), and thought: “Man ... I wish there was a rule for this”? For many of these unexpected cases, now there is. This issue of Wisdom from the Wastelands introduces...   [click here for more]
Skirmisher Publishing  $0.50

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