Welcome to the Second Edition of the Stellar Wind core rules. The second edition takes everything that was great in the first edition and makes it better. In the second edition you'll get:
A clean, rich layout optimized for tablet viewing, but that still looks great in print.
All new interior art, including high-quality re-imaginings of the character races.
A brand new Stellar Wind story that... [click here for more]
Stinson spun the chair around to face the captain. “That’s it,” he said. “The tanks are empty.”Brist nodded, her mouth dry. The deltaV readout on her station had already written that epitaph for her in its single glowing digit: zero.“What are our chances?” ... [click here for more]
Flaming blasters, exotic aliens, strange worlds, speeding ships, political intrigue, corporate wars, mad scientists, noble (and not so noble) engineers, high tech societies, intelligent robots, cybernetic organisms...all this and more belongs to the universe of Journeyman. Be a part of the action and experience the greatest adventure of all time.
Before there was Stellar Wind, there was Journeyman.... [click here for more]
Telepaths. Clairvoyants. Teleporters. The gifted. The feared.
Psychic Abilities is a Journeyman supplement that lets you add psychic powers to your Journyeman game, and includes rules on determining if your character is a latent psychic, how strong he is, and what abilities he possesses. Also included are descriptions of drugs to boost or diminish psychic ability and a list of... [click here for more]