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Power Class Assassin

Power Class Assassin


The assassin is the master of dealing quick, lethal blows and excels at infiltration and disguise. Assassins often function as spies, informants, killers for hire or agents of vengeance. Their training in anatomy, stealth, poison and the dark arts allows them to carry out missions of death with shocking and terrorising precision. There are few who can hope to survive the assassin’s strike once...   [click here for more]
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Power Class Cabalist

Power Class Cabalist


Both divine and arcane, the magic of a cabalist is bound into words and signs, crafted by the intricate weaving of rituals and ancient intonations. A cabalist can seek to explore the mysteries of the planes and beings of infinite power on his own or join with a circle of like-minded seekers to work even greater rites in the name of entities that were old when life first emerged from the seas and will...   [click here for more]
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Power Class Exorcist

Power Class Exorcist


The exorcist is a protector and guardian against the influence of supernatural creatures upon mortals. He focuses the power of his faith towards rooting out the monsters that would prey on common folk, toying minds and bodies with their unholy powers of domination and possession. He is an expert on rituals that protect people and places from these creatures, and his faith and conviction allow him to...   [click here for more]
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Power Class Explorer

Power Class Explorer


The explorer is a rare individual, who willingly leaves his home and all that he knows to seek out the unknown. Whether for their own sake, or for the fame and fortune they may bring, explorers travel the hidden places of the world on a quest for the new and unusual. Explorers live for the challenge of venturing into hitherto unseen places, overcoming myriad dangers and encountering strange men and...   [click here for more]
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Power Class Fool

Power Class Fool


Fools share many traits with bards but their aims are often entirely at odds. Bards are the centre of attention, with their performances inspiring courage and admiration for the performer and his audiences. In contrast, the skilled displays of fools may entertain but the fool is never the point of the performance. Instead, the subject of a fool’s efforts is rarely grateful as all his faults are...   [click here for more]
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Power Class Gladiator

Power Class Gladiator


The gladiator is the highly trained master of arena combat, capable of dispatching foes in the most spectacular manner imaginable. His highly specialised training in such forms of combat as net-fighting, blind-fighting and exotic weapons allows him to demonstrate the most unusual fighting techniques in the world to an eager audience. As important as winning his fight, he must win the crowd, the vast...   [click here for more]
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Power Class Hedge Wizard

Power Class Hedge Wizard


To some, the hedge wizard might seem to be a poor substitute for the wizard or sorcerer. Not as flashy as the latter, nor as recognised as the former. This is, however, a dangerous misconception. The hedge wizard is a rural, backwoods magician who relies as much on the superstition of his neighbours as on actual magic to make a living. He specialises in the use of cantrips; the minor incantations and...   [click here for more]
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Power Class Knight

Power Class Knight


The knight is one of the most highly trained combatants ever to enter the field of battle. Expert with a variety of weapons and particularly effective when astride his trusty charger, when under pressure he draws extra strength from his chivalric vows. He is perhaps the best protected of all character classes, typically wearing full plate armour but proficient with a variety of extra-heavy armours...   [click here for more]
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Power Class Pirate

Power Class Pirate


From a roleplaying standpoint, pirates are a wonderful addition to our games. They are fierce, self-reliant characters with a crew of men willing to do their bidding, a ship to call their home that grants them the ultimate mobility to travel as they wish and a licence to do as they please lest someone do it to them first. With pirates come the brotherhood and code of the sea, a form of unwritten law...   [click here for more]
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Prison

Prison


Players always end up in jail at some point in every campaing. ...   [click here for more]
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Purgatorium

Purgatorium


Purgatorium – Seasons of the Soul. When a character dies, it is a monumental event. The sweep of a keenly honed blade or the fiery breath of a dragon can erase months or even years of playing and developing a character in an instant. Once the Games Master has made the prospect of death real to his player characters, it becomes a potent tool for creating fear, risk, terror, courage, motivations...   [click here for more]
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Quintessential Rogue

Quintessential Rogue


Cunning and agility are a rogue’s favored weapons. Whether in the depths of a dungeon or in the chaos of a town, a rogue is always ready for adventure. If you think all rogues look alike, just take a look at The Quintessential Rogue and think again! In this book you’ll find new origins, many additional powers, paragon paths, new feats, new weapons, and many mundane and magic items specifically...   [click here for more]
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Quintessential Wizard

Quintessential Wizard


One of the best selling series from D20 is back – better than ever, fully re-written and updated for 4th edition. Designed by Italian studio Asterion Press, the all new Quintessential range begins explosively with the Quintessential Wizard. Each Quintessential book is a complete toolkit for players, dedicated to a single character class or race. Raw magic power: the essence of all true...   [click here for more]
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Random Classic Traveller Dice tables

Random Classic Traveller Dice tables


This booklet contains random number tables. In this case a mix of 2d6 and the less common 1d6 rolls. There are times as a Game Master when you want to make a observation check or a skill roll but at the same time you do not necessarily want to alert your players. Maybe you are running a mass battle and you just want to speed things up. Maybe you are not in a position to take out your dice and you need...   [click here for more]
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Reach Adventure 1: Marooned on Marduk

Reach Adventure 1: Marooned on Marduk


Set in the Sindal Subsector featured in the recently released Traveller Core Rulebook, Marooned on Marduk is the perfect introduction to the Trojan Reach and the new edition of Traveller. The Travellers' shuttle to Marduk is damaged during an attack by raiders, forcing it to crash-land far from civilisation. With night falling and little prospect of immediate rescue the...   [click here for more]
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Reach Adventure 2: Theories of Everything

Reach Adventure 2: Theories of Everything


Set in the Sindal Subsector featured in the recently released Core Rulebook, Theories of Everything is an exciting and memorable adventure set in the Trojan Reach. In Reach Adventure 2: Theories of Everything the Travellers are hired as crew and research assistants aboard the laboratory vessel Insight III. The ship is owned by a cooperative of scientists working in a cross-discipline environment...   [click here for more]
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Reach Adventure 3: The Calixcuel Incident

Reach Adventure 3: The Calixcuel Incident


In The Calixcuel Incident, the Travellers are visiting an underwater city when a disaster causes it to begin leaking. Amid the chaos, they discover they have the means to save the entire city, if they can only reach and start the auxiliary reactor. However, the reactor is located in a secure bunker on the seabed, separate from the city, and between the Travellers and their destination...   [click here for more]
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Reach Adventure 4: Last Flight of the Amuar

Reach Adventure 4: Last Flight of the Amuar


In Reach Adventure 4: Last Flight of the Amuar, a Leviathan-class merchant cruiser was engaged in an exploratory trade cruise into the so-called Outrim Void, a region of sparse star systems just over the border from Imperial space. Long-range merchant cruisers were built for regions like this, and have been successful. However, there have been losses too. Among them was the Amuar,...   [click here for more]
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Reach Adventure 5: The Borderland Run

Reach Adventure 5: The Borderland Run


In The Borderland Run the Travellers are engaged to pick up a cargo from a remote outsystem world and convey it to the starport at the Aslan world of Tyokh; a simple enough delivery job, with the chance to engage in a little speculative trading along the way. However, there are those who do not want the cargo to be delivered… and the cargo agrees with them. ...   [click here for more]
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Referee's Aid 1: Among the Trojans

Referee's Aid 1: Among the Trojans


Among the Trojans presents a complete and self-contained game setting for Traveller. It can be placed in almost any star system without affecting a setting’s canon data on what is there. A wealth of adventure opportunities awaits within the Trojan zones of the gas giant Kendelsei, among her moons, and on the system’s outer planets. Characters do not need a starship to adventure in this...   [click here for more]
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Referee's Aid 2: The Type-S Scout/Courier

Referee's Aid 2: The Type-S Scout/Courier


The Type-S Scout/Courier fulfills one of the most basic requirements of any interstellar organisation – be it a government, commercial entity or military force. It is first and foremost a low-cost messenger ship, and although it does have some additional features its overall capabilities are limited by the need to provide an interstellar communications capability at as low a price as possible....   [click here for more]
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Referee's Aid 3: Type-A Free Trader

Referee's Aid 3: Type-A Free Trader


The Type-A Free Trader was developed long ago to provide efficient, low-cost transportation for small cargoes and a few passengers. It is an eminently useable design which has been adapted to many other roles, but ultimately is optimised for moving almost half its tonnage in cargo from one star system to another. The Type-A is, more than anything else, cheap. Its sensor fit is basic and its flight...   [click here for more]
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Referee's Aid 4: A Guide to Star Systems

Referee's Aid 4: A Guide to Star Systems


A star system consists of one or more stars plus whatever planets, comets and asteroids orbit it. Composition can vary a lot but for every star system there is a designated mainworld. This is almost always the most populous planet in the system, and will have this status for some good reason. Usually this means good habitability or resources, though there are sometimes other reasons why a world is...   [click here for more]
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Referee's Aid 5: Type-Y Yacht

Referee's Aid 5: Type-Y Yacht


For the very rich, starships are eminently affordable purchases. Although a starship may be bought as an investment, then hired out to other organisations or used for mercantile operations, a yacht is a personal vessel. Most are specially commissioned or refitted to fulfil a specific purpose, and can provide some inspiration of what can be done with an open-ended budget without simply sinking...   [click here for more]
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Referee's Aid 6: Societies and Settlements

Referee's Aid 6: Societies and Settlements


Most societies are confusing to an outsider, but in order to function they must make sense from their own perspective. Thus most societies follow certain basic rules; they protect their members (or, arguably, some of their members) and create an environment where they can fulfil their function or pursue their wishes. There is usually some form of organisational structure in place to regulate activity...   [click here for more]
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Referee's Aid 7: Type-R Subsidised Merchant

Referee's Aid 7: Type-R Subsidised Merchant


Using a 400-ton hull, the Subsidised Merchant (also called the Fat Trader) is a trading vessel intended to meet the commercial needs of clusters of worlds. The Type R Subsidised Merchant can be encountered in a wide variety of roles, though by far the commonest is a no-frills, low-cost small cargo ship on jump-1 local routes. Referee's Aid 7: Type-R Subsidised Merchant provides an in-depth look...   [click here for more]
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Referee's Aid 8: Traders & Raiders

Referee's Aid 8: Traders & Raiders


Referee’s Aid 8: Traders & Raiders explores the options open to starship captains willing to operate on both sides of the law. Smuggling, blockade running, and outright piracy offer additional revenue streams to the cash-strapped merchant, but careers are short for all but the most cunning. Smart operators vary their methods, swapping from piracy to planetary raiding or hijacking when...   [click here for more]
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Referee's Briefing 1: Companies & Corporations

Referee's Briefing 1: Companies & Corporations


Economics is one of the fundamental driving forces in any society, and Charted Space is full of groups trying to make a living – or better, a big profit. Companies and Corporations presents some of these groups along with their agenda, their methods and any dark secrets they may have. These commercial bodies are much smaller than the great Megacorporations, but some of them are major players...   [click here for more]
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Referee's Briefing 2: Anomalies and Wonders

Referee's Briefing 2: Anomalies and Wonders


Much of the time Travellers move from one starport to the next, seeing the shops and the bars and not much else. In between they stare at the same six bulkheads and watch old movies, or sit around in the galley chatting. Some of them have more to talk about than others; tales of adventure and daring that might just possibly be true. And every now and then the conversation turns to the wonders of Charted...   [click here for more]
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Referee's Briefing 3: Going Portside

Referee's Briefing 3: Going Portside


Travellers pass through many starports in their wanderings, and after a while these places can begin to blur into one another. The endless procession of generic bars and hotels, the same shops and tired old décor can be soul-destroying. But it does not have to be like that! Referee’s Briefing 3: Going Portside presents a miscellany of things to do and places to visit that are both interesting...   [click here for more]
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Referee's Briefing 4: Mercenary Forces

Referee's Briefing 4: Mercenary Forces


Violence can and does solve problems, if properly applied. Of course, the application of violence can result in new or additional problems, but the original issue is solved at least. Mercenaries offer a short-term solution to the question of where to obtain and how to deliver the necessary violence, and can also solve other problems by being officially deniable. Referee’s Briefing 4: Mercenary...   [click here for more]
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Referee's Briefing 5: Incidents and Encounters

Referee's Briefing 5: Incidents and Encounters


As Travellers voyage from one world to another, things happen to them. Often little things, trivial things; incidents that cause a minor inconvenience or unnecessary aggravation during what should be routine planetfall. However, some of these little incidents can lead to adventure, or complicate what would otherwise have been a straightforward task. Referee’s Briefing 5: Incidents and Encounters...   [click here for more]
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Referee's Briefing 6: Garden Worlds

Referee's Briefing 6: Garden Worlds


Some Travellers never encounter any environment wilder than the climate-controlled cabins of a starship or the well-regulated conditions of a highport. Those who venture planetside, however, might encounter all manner of different environments in their wanderings. Among these, a temperate region with a breathable atmosphere and enough water to support life is one of the most common. This is largely...   [click here for more]
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Reft Sector

Reft Sector


Continuing the exploration of the Third Imperium, Reft Sector provides new ground for your players to explore, colonise and capitalise! Part of the Great Rift, Reft Sector is a true wilderness, with opportunities abounding for lucky or skilled Travellers - or those on the run from more civilised space. With a complete history and every subsector and planet covered, Reft Sector opens fresh ground for...   [click here for more]
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Reft Sector Map Pack

Reft Sector Map Pack


The Reft Sector awaits your exploration in this huge poster map, featuring every system, trade link and starbase in the sector. Beautifully illustrated in full colour, this map is the first in a series that will allow you to explore the entire Third Imperium and beyond, joining posters together to form one gigantic map! Includes a full key to aid navigation. ...   [click here for more]
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Renegade Cleric's Tome

Renegade Cleric's Tome


Expert Player's Guide Volume II This tome is the perfect companion to other magic compendiums - after all, who wants to play a Cleric or Druid who only has access to "standard" spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Cleric's Tome is your one-stop shop for ultimate divine power! The Renegade Cleric's...   [click here for more]
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Renegade Wizard's Spellbook

Renegade Wizard's Spellbook


Volume 1 This tome is the perfect companion to other magic compendiums - after all, who wants to play an arcane spellcaster who only has access to standard spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Wizard’s Spellbook is your one-stop shop for arcane power! Sorcerers, Bards and Assassins...   [click here for more]
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RHI Sandpiper Light Trader

RHI Sandpiper Light Trader


The Sandpiper is a small Inexpensive vessel for use by small companies and private owners. Its long jump range, better than average acceleration and easily adapted frame make it a valuable tool for individuals who need Interstellar transport, but do not wish to maintain a larger vessel Included are illustrations deck plans statistics and other vital information for the craft, as well as a pair of...   [click here for more]
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Robots of Unusual Size

Robots of Unusual Size


Greetings, friend Gamesmaster! Contained within this document you will find an exciting(ish) mission for a group of RED clearance Troubleshooters. In their loyal service to the Computer they will venture Outside Alpha Complex (!!!) aboard a Robot of Unusual Size. They will encounter Treason, Self-Interest and Buttercups, all of which are bad. They will of course deal with these threats to Our Way of...   [click here for more]
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Roughnecks Army Book

Roughnecks Army Book


‘Welcome to the Roughnecks. I only have one rule. Everyone fights, no one quits. If you don’t do your job, I’ll kill you myself.’ Officially classified as a standard Mobile Infantry platoon, the Roughnecks gain the respect of high ranking officers wherever they serve and have many allies in the upper echelons of SICON, such as General Redwing, also a personal friend...   [click here for more]
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Ruins of the Dragon Lord

Ruins of the Dragon Lord


This Set Holds a Terrible Secret… The ancient Athan civilisation, which worshipped evil dragons and demonic entities, disappeared many centuries ago in the depths of the hollow peak known only as Mount Moru. For countless ages, the history of this ruined civilisation and their forgotten dragon cult remained untold, except for three old tomes of unknown origin... The Path of Archaneroth Rumour...   [click here for more]
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Samurai of Legend

Samurai of Legend


Set in the Heian Period of Japanese history, when the Shinto faith was starting to give way to Buddhism, when the Samurai were making their climb to power, in a land of legends; Samurai of Legend is a complete setting, designed for those of you who enjoy a huge pile of reality mixed in with your fantasy. Included are new professions and backgrounds along with advice on creating exciting characters,...   [click here for more]
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Seas of Blood

Seas of Blood


Mighty ships cresting waves in the midst of a great storm, Hobgoblin pirates pursuing slow merchantmen, Navigator-Wizards sailing their vessels far beyond the limits of the known world, awesome Battleships, loaded with weaponry, ploughing through the sea with their magically charged rams –these things are as much a part of fantasy as dragons, elves and wizards. Seas of Blood – Fantasy on...   [click here for more]
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Secrets of the Ancients

Secrets of the Ancients


A complete campaign of truly epic proportions, Secrets of the Ancients takes a core theme from the original Traveller, and fully updates it to reveal the powers behind the galaxy in a way you have never seen them before. Never has a Traveller book truly been loaded with such secrets. Written by Gareth Hanrahan, Secrets of the Ancients will start the players off in a familiar setting within the Spinward...   [click here for more]
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Sector Fleet

Sector Fleet


Sector Fleet is a sourcebook for all versions of Traveller. Concentrating on the Imperial Navy of the Third Imperium, it presents data on naval operations, procedures and ships for many interstellar powers including the Solomani Confederation, the Julian Protectorate, and the Two Thousand Worlds. Sector Fleet details the role and organization of an interstellar navy as well as the specifics of shipboard...   [click here for more]
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Sector Zero

Sector Zero


For use with the Paranoia roleplaying game.   Just as ‘Code 7’ is Troubleshooter dispatchers’ jargon for a mission that promises certain death, so ‘Sector Zero’ is Alpha Complex slang for punishment duty. Troubleshooters ‘sent to Sector Zero’ face a dispiriting assignment nobody else wanted. Maybe they must supervise Armed Forces latrine...   [click here for more]
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See How They Run

See How They Run


Natural disasters, man made disasters and human disasters! All encountered by one small ship trying to make a living on the edge of the Imperium and facing moral dilemmas about their best course of action. Merchant ships are a common sight in Known Space and the Zhodani have their share of traders plying the spacelanes even if they’re less well known to the Imperials. One such crew has their...   [click here for more]
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Seed of Doubt

Seed of Doubt


A simple, easy job. Easy work for good pay and free ship upgrades to boot. Far be it for your ship to profit from the misfortunes of others, but this is business. This is almost too good to be true. Seed of Doubt is a fast, easily run adventure for a crew of a small ship, perfect for Travellers just starting their careers in Space. ...   [click here for more]
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Service, Service

Service, Service


'Service, Service!' gives you new service firms, interesting personnel to torment players, new 'mandates' duties to make service groups more important and EIGHT Classic-style missions, one for each group. Send your Troubleshooters into a Power Services generator facility that accidentally duplicates them. Have them teach sensitivity therapy to hardened Vulture Warriors. Make them train their own...   [click here for more]
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Sheoloth - City of the Drow

Sheoloth - City of the Drow


Crouched within a vast cavern complex, the city of Sheoloth is a skeleton of stone wrapped in tortured flesh and clad in robes of woven silk. From its first beginnings as a captured fortress, Sheoloth has slowly expanded over the decades. Expansion of the city eats away at the stone around it, leaving behind thick cores of marble and basalt to support the ceiling of the city. Glittering corpselights...   [click here for more]
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