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  • Wisdom from the Wastelands [BUNDLE]
    Publisher: Skirmisher Publishing
    This special 51% off bundle includes all 52 bestselling issues of the Wisdom from the Wastelands supplement for modern, science fiction, and post-apocalyptic games like Mutant Future and Gamma World! Its contents are compatible with any d20/OGL system RPGs.

    Wisdom from the Wastelands Issue #10: Monsters That Improve with Age 2
    Regular price: 0
    The age chart is a powerful tool for Mutant Lords who want to scale monster encounters with the powers and artifacts of the player characters. These charts describe how a creature’s characteris...
    Wisdom from the Wastelands Issue #11: Optional Combat Rules
    Regular price: 0
    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 aspect...
    Wisdom from the Wastelands Issue #12: Parasite Mutations/Transformations
    Regular price: 0
    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 c...
    Wisdom from the Wastelands Issue #13: Medical Devices
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    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 descr...
    Wisdom from the Wastelands Issue #14: Aggregates
    Regular price: 0
    Having another creature living on or inside your body is not a thought most would enjoy. Nor is the idea of having the same type of creature living inside a child and grandchild, joining generation a...
    Wisdom from the Wastelands Issue #15: Robots Part 1
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    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 ...
    Wisdom from the Wastelands Issue #16: Robots Part 2
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    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 iss...
    Wisdom from the Wastelands Issue #17: Artifact Conditions
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    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&rsqu...
    Wisdom from the Wastelands Issue #18: Robots Part 3
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    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 issu...
    Wisdom from the Wastelands Issue #19: Robots Part 4
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    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 Holl...
    Wisdom from the Wastelands Issue #1: Artifacts, Manuals, and Toolkits
    Regular price: 0
    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 ...
    Wisdom from the Wastelands Issue #20: Mutation Modifiers
    Regular price: 0
    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...
    Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons
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    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, a...
    Wisdom from the Wastelands Issue #22: Personal Shields
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    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, th...
    Wisdom from the Wastelands Issue #23: Sea Monsters
    Regular price: 0
    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 an...
    Wisdom from the Wastelands Issue #24: Weapon Modifications
    Regular price: 0
    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 mo...
    Wisdom from the Wastelands Issue #25: Metamorphosis I
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    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 lif...
    Wisdom from the Wastelands Issue #26: Energy Weapons
    Regular price: 0
    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...
    Wisdom from the Wastelands Issue #27: Metamorphosis II
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    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 ...
    Wisdom from the Wastelands Issue #28: Nanotechnology I
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    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 o...
    Wisdom from the Wastelands Issue #29: Mutualists I
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    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 commun...
    Wisdom from the Wastelands Issue #2: Monsters That Improve with Age
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    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 Mast...
    Wisdom from the Wastelands Issue #30: Nanotechnology II
    Regular price: 0
    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 o...
    Wisdom from the Wastelands Issue #31: Nanotechnology III
    Regular price: 0
    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 n...
    Wisdom from the Wastelands Issue #32: Shapeshifters
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    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 meta...
    Wisdom from the Wastelands Issue #33: Drugs
    Regular price: 0
    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 a...
    Wisdom from the Wastelands Issue #34: Plant Mutants I
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    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 an...
    Wisdom from the Wastelands Issue #35: Terror Weapons
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    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 terr...
    Wisdom from the Wastelands Issue #36: Plant Mutants II
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    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 t...
    Wisdom from the Wastelands Issue #37: Plant Mutants III
    Regular price: 0
    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 ...
    Wisdom from the Wastelands Issue #38: Radiation Sickness
    Regular price: 0
    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 Futur...
    Wisdom from the Wastelands Issue #39: Unique Superscience Artifacts
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    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 d...
    Wisdom from the Wastelands Issue #3: High-Tech Weapons
    Regular price: 0
    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, pl...
    Wisdom from the Wastelands Issue #40: New Races 2
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    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 eve...
    Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation
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    As one of technology’s four horsemen, radiation is a important part in Mutant Future and other post-apocalyptic and sci-fi games: hazard, theme, bringer of mutation, waster of civilizati...
    Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II
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    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...
    Wisdom from the Wastelands Issue #43: Optional Combat Rules II
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    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  wit...
    Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III
    Regular price: 0
    Following a theme begun in Wisdom from the Wastelands Issues #39 and #42, this issue of Wisdom from the Wastelands focusing on superscience artifacts coalesces around things alien &mdas...
    Wisdom from the Wastelands Issue #45: Mutant Dinosaurs
    Regular price: 0
    Using their expertise in biotechnology, the Ancients created or recreated many new species for use as pets or livestock. Ever-popular dinosaurs were among the first large, complex creatures brought b...
    Wisdom from the Wastelands Issue #46: High-Tech Weapons 4
    Regular price: 0
    In this issue, the fourth installment of our popular “weapons for every budget and apocalypse” series, we are proud to present more high-tech implements of destruction for your gaming ple...
    Wisdom from the Wastelands Issue #47: Underwater Rules
    Regular price: 0
    Water covers over 70% of Earth’s surface, so it is likely that many adventures will take the occasional aquatic turn. This could happen in the wilds, on the open ocean, or down in inky subterra...
    Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV
    Regular price: 0
    The unique items in this issue of Wisdom from the Wastelands are so advanced they appear magical to post-apocalyptic peoples. Although intended for use with Mutant Future, these items c...
    Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V
    Regular price: 0
    With amazing powers, terrible mutants, and scientific advancements available only in our collective imagination, Mutant Future stretches the bounds of conception. From a foundation of Clarke&r...
    Wisdom from the Wastelands Issue #4: New Races
    Regular price: 0
    Even though some post-apocalyptic game worlds have only allowed Humans, mutants, mutant plants, and animals as characters, there has always been room to expand upon this. Mutant Future did an ...
    Wisdom from the Wastelands Issue #50: Artifact Quality
    Regular price: 0
    Fantasy games thrive on magical weapons and items, giving players something to shoot for — and to shoot with. These are rewards for overcoming obstacles and defeating monsters, both reflecting ...
    Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
    Regular price: 0
    When a player character wishes to play a mutated animal or plant, he has several choices to make. Animals alone represent a large category but can actually be mammal, reptile, amphibian, avian, or ev...
    Wisdom from the Wastelands Issue #52: Nanotech Undead
    Regular price: 0
    In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena. The hideous and terrifying creatures now stalking the wastelands are closer to a...
    Wisdom from the Wastelands Issue #5: Domesticated Creatures
    Regular price: 0
    With the huge variety of life, domesticated creatures in Mutant Future come in all shapes and sizes. Some are harmless, some are inherently dangerous, and some become so when they are not tend...
    Wisdom from the Wastelands Issue #6: Factions
    Regular price: 0
    Social-political groups were one element that brought a lot of fun into the original old-school science-fantasy games. This issue presents several factions or alliances Mutant Lords can easily incorp...
    Wisdom from the Wastelands Issue #7: Planar Creatures & Concepts
    Regular price: 0
    One mutation that could greatly influence a campaign setting and its population is plane shift. Once a planar gate is opened, anything that comes through will affect the Mutant Future w...
    Wisdom from the Wastelands Issue #8: Diseases & Medical Options
    Regular price: 0
    During the final wars that destroyed the Ancients’ civilization, some of the most horrifying weapons unleashed were terrible biological diseases and plagues. Such diseases were great equalizers...
    Wisdom from the Wastelands Issue #9: High-Tech Weapons 2
    Regular price: 0
    The second installment of our weapon-themed series, this issue picks up where Wisdom from the Wastelands Issue #3:High-Tech Weapons left off and presents more than a half-dozen new sort...

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    Wisdom from the Wastelands [BUNDLE]Price: $55.08 Read more »
  • Friday Enhanced Map: 11-27-2020
    Publisher: Paratime Design

    The November 27, 2020 Friday Enhanced Map product contains a multi-layered PDF (allowing the options of white or black backgrounds, numbered or non-numbered areas, secret doors on or off, and grid or no grid) and a zip file with all relevant map files as individual jpg images.

    While this map can be used as a stand alone map, it does connect to the Oct 30, 2020, Oct 23rd, 2020, Oct 16th, 2020, Nov 6, 2020, Nov 13, 2020, and Nov 20, 2020 Friday Enhanced maps.

    The Friday Enhanced map is for personal use only. If you are interested in licensing the map for commercial use, please contact Tim Hartin at Paratime Design for additional info.

    Friday Enhanced Map: 11-27-2020Price: $2.00 Read more »
  • Pathfinder Technical Manual - For S&S-2E (2020 Update)
    Publisher: Luminous Design

    2020 Update - This product update provides updated stat blocks, tables, and art as well as more accurate updated maps.

    The Confederation Spacefleet Pathfinder Class Frigate is a pre-generated starship with deck plans for use with Goblinoid Games' Starships & Spacemen 2E Role-playing game. This game supplement will provide you with a ready to use starship resource perfect for individual games or epic campaigns. You can use the material presented here as it is or modify it to fit your specific needs.

    Pathfinder Technical Manual - For S&S-2E (2020 Update)Price: $4.00 Read more »
  • Weregeek: Coloring Book Fun
    Publisher: Weregeek Comics

    Question: What color is a gelatinous cube? How about a kobold? Or a faerie dragon?

    Answer: Any color you want, with the Weregeek Coloring Book.

    This 16 page coloring book contains full-page artwork by Alina Pete, artist of the webcomics, Weregeek. It includes some of your favorite Weregeek characters, geek references and D&D monsters. Hours of fun, this book is perfect for the little gamers in your life (and the grown-up ones too!). 

    Weregeek: Coloring Book FunPrice: $4.00 Read more »
  • 100 Foods From the Frozen North
    Publisher: Pink Dice Bag Publishing

    A sweet for the sweet?

    This list features 100 foods perfect for a frozen north or Viking inspired setting. These detailed and delicious listings range from blood sausage with butter and lovage to Öländish frying pan bread to baked wolfish with mustard and dill. Also included is a handy glossery of terms which expalins the more unusual or archaic treats. 

    So, whether you're looking to give the party more options at an inn or describe the offerings at a feats, you'll find it all here!

    Looking for some more frozen north inspired lists? Check out our list of 100 Treasures of the Frozen North and 100 Things to Find in a Frozen North Style Tomb.

    100 Foods From the Frozen NorthPrice: $0.79 Read more »
  • Kovid's Nineteen
    Publisher: Chaosium

    Set in Sartar in darkseason, near the dragonrise, with winter on its way, the adventurers stumble of a desperate plea for help. One that they should not ignore. How much help they give is up to them, but taken to its conclusion the scenario will pit them against a mighty Malian priest, sort of... The exact nature of events will be heavily dependent on the adventurers.

    The scenario is pitched at four or five slightly better than beginner adventurers, fewer adventurers will need to be stronger, in particular in spirit combat. There will be activity in both the middle and spirit worlds and opportunities to learn spells that may help. A few items, not perhaps obviously useful, will also be made available as they proceed. 

    Kovid's Nineteen is both a scenario and perhaps a campaign resource with options to develop it further.

    Kovid's NineteenPrice: $4.58 Read more »
  • The Knife
    Publisher: Tibbius
    Hexflower city crawl setting summary

    Complete game rules and setting in 20 pages, using a 2d6-roll-over game engine that is compatible with Tunnel Goons and Troika! (this product is not affiliated with Melsonian Arts Council). Including new rules for bonecarving and surgery, commerce and currency, contriving and operating mechanical marvels, distilling and consuming herbal elixirs and alchemic essences. Compatible with Goon Squad for larger combats.

    Game includes:

    • Setting
    • Making a sharp
    • Taking action
    • Fearless fighting
    • Running out of stuff
    • Currency and commerce
    • Bonecarving and medical treatment
    • Clever contraptions
    • Extraordinary elixirs, salves, and essences
    • Honing your sharp
    • People, places, things, and actions of Thelav
    • Weather in Thelav
    • Seventy-two contraptions
    • Four hundred thirty-two plots
    • Two hundred sixteen more citizens
    • Four hundred thirty-two more locations

    Keep both eyes open for the edges of The Knife.

    In the decadent and diminishing royal city of Thelav, called The Knife, the locals call themselves sharps and act that way. Extreme wealth contrasts with scarcity, from the royal environs to the slums and from the fish-teeming sea and verdant farms to the dusty highlands. Aristocratic intrigues ensnare the least of citizens as pawns; sometimes the pawns become barons.

    Your sharp will find their way amid the tumult of the streets, maybe out into the placid lands surrounding Thelav, maybe further up into the highlands where the ancient ruins stand.

    Additional pages for the farmlands, the ruins, favors asked and owed, and other intrigues of Thelav will be forthcoming within the next month.

    The KnifePrice: $4.00 Read more »
  • Santa But...
    Publisher: Long Games

    Santa But...

    A Christmas RPG


    In Santa But… you play the role of one of many Santa’s but… there’s a catch. You have a specific trait that makes you different from the more traditional Father Christmas.

    A game of Santa But… takes place on Christmas Eve inside a family home. The aim of the game is to find a way into the house, search the house for clues as to who your assigned child is and what they want for Christmas and leave them their ideal Christmas present before they wake up.

    At its core, Santa But... is a bizarre detective game where you hunt for clues around a house to find out what the children who live there would like for Christmas which is made all the more difficult by your distinguished trait.

    So, which Santa will you be?

    Maybe you'll be Santa but...

    ...you have crab claws for hands.

    ...you are a goose.

    ...you are made of a thousand sentient bees.

    ...you are a living snowman.

    ...you turn into a polar bear when you are startled and can only turn back into a human when you eat Christmas food.

    ...you are a two-foot tall elf.

    Or maybe you'll be a completely different kind of Santa!

    About

    Player Count: 3 to 6

    Game Length: 1-2 hours

    Pages: 12

    Designer: William Long longgames.co.uk

    Social: Join us on Instagram: @longgamesco

    Santa But...Price: $4.00 Read more »
  • A Home On The Range
    Publisher: Darkstars Universe

    10,000 BC is the age of adventure, with much of the world containing very small populations of people. This mythic Earth ushers in a fantasy Earth setting based on the Golden Age of Sword & Sorcery. Barbarians, primitives, priests and monsters plot in a dangerous and violent world of strange creatures and ancient mystery.

    This Saga is designed to be a starting point to begin the Zar’Grim Saga. this is a Sand Box Saga, where the GM has a set of tools to run a game of 4 sessions or more where player characters establish their Home Stead. 

    After escaping from the Slavers, the characters meet a noble from the city of Zar’Grim who wants them establish a homestead in the wilds north west of Zar’Grim, will the characters make peace with the local Picts, will they survive the monsters, and what sinister plots await, perhaps a cult trying to discover a lost world.

    To play this Saga you only need the core Beyond the Black Sea rule book as everything else is provided. Pre-generated characters can be downloaded from www.darkstarsuniverse.com or www.drivethrurpg.com

    A Home On The RangePrice: $10.00 Read more »
  • Battlemap Cemetery
    Publisher: Magical RPG Games

    Battlemap Cemetery is 40x25 in 70 pixels per inch.

    Battlemap CemeteryPrice: $0.50 Read more »

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