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 Hottest Non-Core Books, Hard Sci-Fi from Skirmisher Publishing
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* Artifacts of the Wastelands  [BUNDLE] *

* Artifacts of the Wastelands [BUNDLE] *


This very special bundle contains a dozen artifact-oriented supplements for modern, sci-fi, and post-apocalyptic games, including our popular "100 Oddities for a Found Car" and a self-standing adventure that includes all of the rules needed to play it! All are especially suitable for post-apocalyptic sci-fi RPGs like the Mutant Future retroclone of Gamma...   [click here for more]
Skirmisher Publishing  $24.88 $4.99

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* Wisdom from the Wastelands 83% off * [BUNDLE]

* Wisdom from the Wastelands 83% off * [BUNDLE]


This very special 83% off bundle contains all 52 issues of the "Wisdom from the Wastelands" supplement for modern, science fiction, and post-apocalyptic roleplaying games! You can use them to add a ton of new monsters, mutants, mutations, robots, high-tech weapons, combat options, and more to your sessions and scenarios. We have also thrown in a number of bonus items, including  two TSRPG...   [click here for more]
Skirmisher Publishing  $70.43 $11.99

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100 Oddities for a Chaotic Mutation

100 Oddities for a Chaotic Mutation


Welcome to 100 Oddities for a Chaotic Mutation, one of the volumes in Skirmisher Publishing’s bestselling and popular “100 Oddities” series of system-free sourcebooks!  There are actually a lot more than 100 mutations contained in this universal supplement. Many of the entries in the d100 table include several sub-entries or sub-tables, increasing the variety of the table far beyond...   [click here for more]
Skirmisher Publishing  $2.99

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Artifacts of the Wastelands

Artifacts of the Wastelands


One way to make a modern, sci-fi, or post-apocalyptic game your own is with artifacts. A game master could expand the types of items a party might find, imagining what technology would be available generations in the future, where even potentially mundane objects might enter the realms of the fantastic.  This publication delves into four very different kinds of technology. Cloaks include several...   [click here for more]
Skirmisher Publishing  $1.99

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Creatures of the Wastelands: A Menagerie of Mutants and Mutations

Creatures of the Wastelands: A Menagerie of Mutants and Mutations


Do you need more monsters and mutations for your post-apocalyptic, sci-fi, or fantasy game? If so, Creatures of the Wastelands: A Menagerie of Mutants and Mutations is what you are looking for! Fully compatible with Mutant Future - as well as Labyrinth Lord and other games that use the familiar "Basic D&D" rules introduced in the 1970s - this revised and expanded edition of...   [click here for more]
Skirmisher Publishing  $7.99

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Into the Terrorium (A Post-Apocalyptic Scenario for TSRPG)

Into the Terrorium (A Post-Apocalyptic Scenario for TSRPG)


"Into the Terrorium" is a TSRPG (Travel-Sized RPG) adventure set in post-apocalyptic America, where a team of scavengers discovers a strange research facility and runs into more trouble than it was expecting. This fully-illustrated scenario includes:  ● A complete adventure that includes a compelling and mysterious research facility and a number of intriguing challenges;...   [click here for more]
Skirmisher Publishing  $1.99

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Mutant Race (Pathfinder Roleplaying Game)

Mutant Race (Pathfinder Roleplaying Game)


Crawling out from the wreckage of nuclear, biological, and chemical warzones, created in the laboratories of misguided geniuses, and spawning in realms contaminated by wild magic, mutants are both a race unto themselves and no race at all. Viewed with a mixture of contempt and pity by members of more clearly defined species, mutants are united in desperation by the abnormalities which separate...   [click here for more]
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Mutants [BUNDLE]

Mutants [BUNDLE]


This very special bundle contains several bestselling titles related to the topic of mutants and mutations, including an entry from the popular "100 Oddities" series of system-free sourcebooks, and a number of OGL/d20 titles! Its contents are especially suitable for use with modern, sci-fi, and post-apocalyptic RPGs like Mutant Future and early editions of Gamma...   [click here for more]
Skirmisher Publishing  $35.29 $6.99

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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  $0.99

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Nano-Tech [BUNDLE]

Nano-Tech [BUNDLE]


This very special bundle contains all four of the “Nanotechnology” issues of the Wisdom from the Wastelands supplement for modern, science fiction, and post-apocalyptic games like Mutant Future and Gamma World, and the affiliated "Quantum Flux"! We have also thrown in a copy of our Platinum-bestselling TSRPG (Travel-Sized RPG) as a bonus item. OS-TSRPG...   [click here for more]
Skirmisher Publishing  $17.93 $4.99

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Quantum Flux: Unique Superscience Artifacts

Quantum Flux: Unique Superscience Artifacts


With his second law, that “any sufficiently advanced technology is indistinguishable from magic,” Arthur C. Clarke articulated a concept that could have been a shadowy undercurrent in the wider consciousness for centuries, possibly even millennia. All the items in this book were designed with two ideas in mind: they were created using Ancient technology so advanced that it seems like magic and...   [click here for more]
Skirmisher Publishing  $4.99

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Ray Guns & Ruins

Ray Guns & Ruins


This dual-themed sourcebook is devoted to both descriptions and statistics for ray guns of all sorts, military and civilian, and material that can be used to make wastelands and ruins themselves, and not just their inhabitants, significant and interesting. Items of the latter sort include spontaneously-generated technology that can be used as rewards or dangers, ideas on how to spice up ruins with...   [click here for more]
Skirmisher Publishing  $2.99

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Robots, Great and Small [BUNDLE]

Robots, Great and Small [BUNDLE]


This very special 70% off thematic bundle contains eight robot-oriented issues of the Wisdom from the Wastelands mini-sourcebook for modern, sci-fi, and post-apocalyptic games; our fun and varied "New Golems of the Labyrinth"; our "OS-TSRPG" guide to using things like old-school Gamma World modules in a rules-light storytelling way; and a bonus copy of our Platinum-bestselling TSRPG...   [click here for more]
Skirmisher Publishing  $16.89 $4.99

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Sci-Fi Sampler 90% off [BUNDLE]

Sci-Fi Sampler 90% off [BUNDLE]


This very special 90% off promotional bundle is designed to introduce readers to a number of our product lines and contains several science fiction titles! They include two Platinum-bestselling "100 Oddities" system-free sourcebooks; a set of futuristic miniatures rules; a self-contained adventure that includes all of the rules needed to play it, along with the core rulebook...   [click here for more]
Skirmisher Publishing  $18.30 $2.00

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Sci-Fi Settings 80% off [BUNDLE]

Sci-Fi Settings 80% off [BUNDLE]


This very special 80% off bundle contains several bestselling titles gamemasters can use for inspiration and information when creating backdrops for science fiction adventures and encounters and as tools for developing their own futuristic settings! They include a popular "100 Oddities" system-free sourcebook, a number of RPG supplements, and much more. We...   [click here for more]
Skirmisher Publishing  $24.88 $4.99

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Space Marines [BUNDLE]

Space Marines [BUNDLE]


This very special 70% off bundle contains more than a dozen bestselling titles, including Skirmisher Publishing's Platinum-bestselling USSMC 7-22: Space Boarding Operations universal sourcebook, our versatile CQB: Futuristic Skirmish Miniatures Rules, our “Interplanetary Feats,” "Things That Go Bump in the Spaceship," "Ray Guns & Ruins," and several high-tech...   [click here for more]
Skirmisher Publishing  $26.85 $7.99

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The Living Building

The Living Building


“Just after dawn, a village scout dashed from the forest carrying a wondrous, and perhaps even terrifying, story of a huge, circular shell with a door, a massive coiled building that sprang up during the night. And it is still growing … ” Whether from forgetfulness, mental blockage, or intrusions of the dread “real life,” every storyteller has probably experienced that sinking, not-so-prepared...   [click here for more]
Skirmisher Publishing  $1.99

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Things That Go Bump in the Spaceship

Things That Go Bump in the Spaceship


Humans have a tendency to make mistakes, sometimes ones that have far-reaching and unforeseen effects. In our history we have wiped out entire species, transported exotic animals to places they really do not belong, accidently spread disease across the globe, and created technologies that we can barely control. In the future, this trend will continue, for it is human to err, especially when doing so...   [click here for more]
Skirmisher Publishing  $0.99

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USSMC FM 7-22: Space Boarding Operations

USSMC FM 7-22: Space Boarding Operations


In 2089, the universe is a cold, dangerous place and it’s up to the U.S. Space Marine Corps to secure the safety and security of U.S. interests in outer space through cutting edge tactics, training, and an armory full of high-tech firepower. USSMC FM 7-22: Space Boarding Operations is a military-style field manual designed to read like an actual U.S. Space Marine Corps guide to boarding hostile...   [click here for more]
Skirmisher Publishing  $3.99

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Wisdom from the Wastelands Issue #12: Parasite Mutations/Transformations

Wisdom from the Wastelands Issue #12: Parasite Mutations/Transformations


Gut worms and intestinal bacteria, athlete’s foot fungus, toxoplasmosis protozoa, lycanthropy and Rage and vampire viruses. Whether biological fact or fictional terror, we are surrounded (and colonized) by parasitic lifeforms, some of which evolved to become a necessary part of us — while others affect our behavior, or become our nightmares. Parasite mutations were originally introduced in the...   [click here for more]
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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]
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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]
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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]
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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]
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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]
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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]
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Wisdom from the Wastelands Issue #20: Mutation Modifiers

Wisdom from the Wastelands Issue #20: Mutation Modifiers


Just as a single change to a stock creature can result in a very different and distinct entity, mutation modifiers can expand the scope and variety of Mutant Future mutational powers, altering them slightly with bonuses or penalties. With little or no tweaking, these modifiers can also be applied to supernatural powers — such as spell-like abilities — used in games from other genres.  Wisdom...   [click here for more]
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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]
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Wisdom from the Wastelands Issue #23: Sea Monsters

Wisdom from the Wastelands Issue #23: Sea Monsters


Despite much of the planet being covered by ocean, sea monsters have oddly been absent from all editions of the game that inspired Mutant Future. Such a vast area, in a variety of latitudes and conditions, provides a huge playground in which to design creatures. As a result, sea monsters could be anything from kaiju crabs to a form of bacteria that converts biological mass to various...   [click here for more]
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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]
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Wisdom from the Wastelands Issue #25: Metamorphosis I

Wisdom from the Wastelands Issue #25: Metamorphosis I


In poetry, the transformation from caterpillar to butterfly describes how something ugly becomes uniquely beautiful. But in nature metamorphosis is common as living things change forms over their life cycles. And this change is not just traditional fairy tale beauty: maggots become flies, tadpoles become frogs, and chest bursters become alien warriors. The eight creature sets in this issue show how...   [click here for more]
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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]
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Wisdom from the Wastelands Issue #27: Metamorphosis II

Wisdom from the Wastelands Issue #27: Metamorphosis II


Once again we bow to the wisdom of the Ancient philosophers, who recognized that the only constant in life (aside from death and taxes) was change, change, change. Metamorphosis can take very strange twists — and even have multiple stages. The six creature sets included in this issue show how very dissimilar creatures can be the same species, just young or mature forms.  One of the most...   [click here for more]
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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]
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Wisdom from the Wastelands Issue #29: Mutualists I

Wisdom from the Wastelands Issue #29: Mutualists I


To mangle a paraphrase from John Donne, no mutant is an island — unless your mutant is an island. And even then it probably does not live entirely alone. Whether you are part of a community or a party of adventurers, Ancient philosophers from the Liver Pool had it right: everyone gets by with a little help from their friends. When two or more different species help each other, the cooperation...   [click here for more]
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Wisdom from the Wastelands Issue #2: Monsters That Improve with Age

Wisdom from the Wastelands Issue #2: Monsters That Improve with Age


Like a fine wine, some monsters improve with age, and it is to them that this second thematic issue of Wisdom from the Wastelands is devoted! An age chart can be a wonderful tool for Game Masters who want to scale monster encounters so that they are commensurate with the powers and artifacts possessed by the player characters. A chart of this sort is made up of three columns, one each for the...   [click here for more]
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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]
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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]
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Wisdom from the Wastelands Issue #32: Shapeshifters

Wisdom from the Wastelands Issue #32: Shapeshifters


Shape changing is a fascination crossing time, culture, and genre: Greek gods and mythic Indian monsters, vampires, were-creatures, spirit and shadow beings all captivate and intrigue with their metamorphoses. Shapeshifting in Mutant Future is no different; one of the most interesting and useful powers, it provides a player character with new abilities and opportunities a single body cannot....   [click here for more]
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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]
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Wisdom from the Wastelands Issue #34: Plant Mutants I

Wisdom from the Wastelands Issue #34: Plant Mutants I


No matter what your choice of post-apocalyptic game, plants usually get the hind bud. And, unfortunately, Mutant Future is no exception. Although the core rulebook has example mutant plants and many plant mutations, there just are not enough of either. This is especially true considering that our world has many more plants than animals. Wisdom from the Wastelands is dedicated...   [click here for more]
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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]
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Wisdom from the Wastelands Issue #36: Plant Mutants II

Wisdom from the Wastelands Issue #36: Plant Mutants II


In real life, we take plants for granted. Stretching out on the grass on a summer’s afternoon, leaning back against a gnarled oak with a good book (or your favorite device), watching the kids twirl the tire swing slung from a sturdy branch — these things don’t happen in Mutant Future. The grass spits acid, the oak bites, and … it is better not knowing what’s going to happen with that...   [click here for more]
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Wisdom from the Wastelands Issue #37: Plant Mutants III

Wisdom from the Wastelands Issue #37: Plant Mutants III


Although some might treat plants as a monotony of greenery and stalks, there is actually a great deal of variety within their kingdom. The previous two issues in our plant series discussed organisms derived from a more “normal” botany, and this one takes a flying leap into the wa-hoo aspects. There are many weird and wonderful things you can do to play with this diversity, from alien plants, to...   [click here for more]
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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]
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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]
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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]
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Wisdom from the Wastelands Issue #40: New Races 2

Wisdom from the Wastelands Issue #40: New Races 2


Over time, mutations can become consistent, creating unique species and new creatures — for example, birds evolving from dinosaurs. But Mutant Future races need not be consistent, or even physical creatures. Two years ago, Wisdom from the Wastelands Issue #4 introduced a number of new racial possibilities for player characters. We continue that project here, with several...   [click here for more]
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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]
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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]
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  The Shadow over Providence: Enhanced Edition