Free Product of the Week
SYSTEM: Star Fleet Battles
Take a Seat in the Captain’s Chair!
The Cadet Training Handbook places you in the command chair of the Federation starship Constellation, where you will learn the skills of a starship commander in easy-to-manage steps. As you continue through the handbook, the mysteries of the Romulan cloaking device, Klingon disruptors, and other unique weapons will be made clear. You will have the opportunity to command ships from many empires as you enter the universe of Star Fleet Battles.
This PDF includes counters, charts, ship system displays (SSDs), and rules.
Starship commanders are not born, they are made—and the training program begins now.
go to top
Notes from Scott's Desk
For all correspondence, feel free to contact me, Scott Holden, at email@example.com.
To all you Canucks out there, whether abroad or at home, I wish you a slightly belated Happy Canada Day. And to my U.S.A. friends, a similarly Happy Independence Day—play safe, be well, and have a blast this weekend.
Drink responsibly and, if you need to go out somewhere, call a cab!
Bundle of Holding
The Bundle of Holding has two offers that may make old-time gamers feel nostalgic. The Traveller Little Black Books Bundle presents the classic science fiction tabletop roleplaying game in its pure original form: the "Little Black Books," half-size manuals with elegant black cover designs. This large collection from Traveller designer Marc Miller includes all eight rulebooks, half a dozen supplements, and more.
New this week is the Millennium's End Bundle, which presents a neglected 1990s RPG of technothriller paramilitary action. Millennium's End has one of the most detailed, deadliest combat systems ever published. This offer includes all the Millennium's End titles currently on DriveThruRPG.
And as always, of course, remember, when you buy one of these Bundle of Holding offers, all the titles are added automatically to your Library here on DriveThruRPG.
~ SJH (07-03-2015)
go to top
Pick of the Week
EDGE OF THE POSSIBLE
Shadowrunners cannot be limited by what their bodies can—or cannot—do. They have to do more, stretch farther, surpass any limits, and accomplish the impossible. Some runners can rely on magic; for everyone else, there are augmentations.
From shiny chrome that makes your body into a humanoid semitruck to genetech that alters you at the most fundamental level to drugs and chemicals that give you a quick and dirty boost, Chrome Flesh provides dozens of new ways to alter your Shadowrun characters and make them better, stronger, faster, and altogether readier to kick ass and take names on the streets.
Along with the gear and a compiled table of all cyberware, bioware, genetech, and nanotech currently available in Shadowrun, Chrome Flesh covers how runners break down and what resources can help fix them up, and where augmentation tech might go in the future. It’s paydata every shadowrunner needs if they want to overcome everything the Sixth World is going to throw at them.
Chrome Flesh is for use with Shadowrun Fifth Edition.
go to top
Other Featured Titles
SYSTEM: Iron Kingdoms
Welcome to Bad Moon Rising, the second installment of Iron Kingdoms Adventures—a series of full-length scenarios for use with the award winning Iron Kingdoms Full Metal Fantasy Roleplaying Game. Each installment of Iron Kingdoms Adventures contains everything a Game Master needs to run a complete story.
These adventures take place across the Iron Kingdoms, from the depths of the savage wilderness to the soot-covered streets of western Immoren’s major cities. Iron Kingdoms Adventures are self-contained scenarios, but each provides a number of hooks for getting characters involved in the adventure and suggestions for keeping the adventure going after the final scene.
Bad Moon Rising is an Iron Kingdoms Adventures scenario for four or five Hero-level characters with 10–20 XP each. It is designed to be played over five sessions, each of which covers roughly one day and one night, but the Game Master can modify this as time and events require.
go to top
Unseen, the Kindred move among us.
Not merely mad beasts or lonely hunters, the vampires of the World of Darkness—who call themselves The Kindred because of the blood that elementally binds them together—are dangerously organized and cunning.
The Kindred hide behind a convention they call the Masquerade so that they do not draw the attention or ire of mortals, and the society this masquerade obscures is as rich with wonders and as rife with conflice as any ever known among men.
This collection of stories concerning the Kindred of the World of Darkness serves as both an introduction to their nature and an exposé of the danger they pose. Collected within this second edition are favorites of the first edition, including stories by S.P. Somtow and Mathew J. Costello, as well as two all-new stories from Gherbod Flemming and Eric Griffin, two authors of the bestselling Vampire Clan Novel series.
Note: The digital edition includes the PDF, ePub and Mobi (Kindle) versions of the book.
go to top
Vampires Sourcebook is the epic companion to Rifts® Vampire Kingdoms™.
The Vampires Sourcebook brings to life the Vampire Lands of Mexico, seething with conflict and adventure.
- New weapons and special gear
- Lemurian gifts to better fight vampires
- The horror of Soulcrafting and Dark Weapons
- New types of Vampire Hunters, strategies, and tactics
- Hero Necromancers and their role in fighting vampires
- Fort Reid, an entire city devoted to hunting the undead
- Stats and history for Doc Reid and the leaders of Reid’s Rangers
- Deathspike—the vampires’ own high-tech answer to Vampire Hunters
- The Yucatan Peninsula and its many monsters and mysteries
- Werejaguar Vampire Hunters and other werebeasts
- Human strongholds such as Tampico, Monterrey, Silver City and others
- Desert survival rules, countless ideas for adventure, and more!
go to top
Also of Note
Deadlands Reloaded: Lone Killers of the Southwest
by Pinnacle Entertainment
Five deadly real-life gunmen stalked the Wild West. This feature details five of 'em: Clay Allison, Black Bart, John Wesley Hardin, Deacon Jim Miller, and Dave Rudabaugh. Each one has their history, stats, and Story Seeds, all ready for your Deadlands campaign!
Strap on your six-gun and saddle up, partner. There's Hell to pay, and the currency is hot lead!
The year is 1879, but the history is not our own. The guns of the Civil War are silent in a tense cease-fire. California is shattered by the Great Quake of '68, a superfuel called ghost rock revealed in the new channels and cliff faces. Powerful Rail Barons strive to complete a transcontinental railroad, and the Great Rail Wars exact a bloody toll in the Union, the Confederacy, the Sioux Nation, the Mormon state of Deseret, and the Independent Commonwealth of California.
The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately the West's most-read tabloid claims there's something more sinister stalking the frontier's lonely plains: monsters!
Fortunately, where there are monsters, there are heroes. Squinte-eyed gunfighters, card-chucking hexslingers, savage braves, and righteous padres have all answered the call. And if they fight hard enough, they might just discover the identity of the mysterious Reckoners some say are behind it all.
AMP: Year Two
by Third Eye Games
The year of fear has begun! Continuing the story into the year 2016, AMP: Year Two is the latest sourcebook for the AMP: Year One RPG. Not only does this book expand the world timeline, but provide full details on how AMPs have begun to affect the rest of the world.
AMP: Year Two also introduces four brand new Affiliations for characters to join, an additional power for each Strain (like Horror for Mindbenders or Immortality for Bulks), and one awesome universal power, Gadgeteering, available for both AMPs and Saps.
The year is 2015 and the world is getting its first taste of super-powered individuals making their presence known all around the globe. Danger and conspiracy lurk around every corner, be it from government agencies looking for the secret to these power or other AMPs looking to battle in a show of supremacy.
AMP: Year One is an RPG that puts this first year under a microscope, presented as a timeline of events that escalate to its boiling point. Players become AMPs (people with Accelerated Mutant Potential), as is their birthright, but dealing with their power isn’t always what it’s cracked up to be.
AMP: Year One is powered by the new DGS-Combo system, where every roll of the die is packed with excitement. Players can use the easy-to-learn rules to create their own AMP and pick from over 50 unique powers or choose one of more than 20 pregenerated AMPs and jump right into the action.
Penny Dreadful One Shot - In the Gutter
by Wyrd Miniatures
Penny Dreadful One Shots are single-session adventures for the Through the Breach RPG. They are released only as PDFs. Penny Dreadful One Shots often include pregenerated characters designed for that scenario, allowing Fatemasters to choose whether to insert them into an ongoing campaign or to run a quick-and-dirty session of Through the Breach.
Wolves in sheep's clothing.
"In the Gutter" takes players into the Quarantine Zone as they try to scrape together enough money to pull themselves out of poverty. Of course, nothing is quite what it seems. There's more than just criminals and undead lurking beyond the barricade walls...
"In the Gutter" is a one-shot adventure for Through the Breach roleplaying game. It requires the Fated Almanac to play.
go to top
DriveThruRPG RSS Feed
DriveThruRPG on Twitter
DriveThruRPG on Facebook