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 Hottest Sourcebooks, PDF from Skirmisher Publishing

 
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Cthulhu Live 3rd Edition

Cthulhu Live 3rd Edition


The stars are right for a downloadable PDF version of Cthulhu Live 3rd Edition! This book is a completely revised, expanded, and updated version of the acclaimed live-action roleplaying game based on the horror tales of H.P. Lovecraft. This newest and best edition of Cthulhu Live includes a richly detailed and uniquely playable rules system that incorporates more than 12 years of best practices...   [click here for more]
Skirmisher Publishing  $9.99 $5.00

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The Mythos Society Guide to New England

The Mythos Society Guide to New England


The Mythos Society Guide to New England is an expansive universal sourcebook by veteran game designer Clint Staples that can be used to enhance any horror, mystery, or adventure roleplaying scenarios set in New England. It is particularly suited for Mythos-oriented games like Call of Cthulhu and Cthulhu Live. It is also a fun and provocative read...   [click here for more]
Skirmisher Publishing  $6.99 $3.50

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3 of Clubs Card Person (Adventures in Wonderland)

3 of Clubs Card Person (Adventures in Wonderland)


This free download includes Pathfinder system stats for a Card Person, one of the races presented in Skirmisher Publishing's Adventures in Wonderland: A Sourcebook for OGL Roleplaying Games. A Pathfinder edition of this book is currently in the works and this is an example of one of the entries that will appear in it. Wonderland itself is a strange, sometimes creepy alternate world that incorporates...   [click here for more]
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Arcanum Imperii: A Script for Cthulhu Live 3rd Edition

Arcanum Imperii: A Script for Cthulhu Live 3rd Edition


TOGA! TOGA! TOGA! But life in ancient Rome isn’t just one big party. The Second Triumvirate has been shattered and Rome is embroiled in civil war once again. Octavian has declared Marc Antony and his Egyptian queen, Cleopatra, enemies of Rome and the legions march south toward Alexandria. The situation seems dire for Marc Antony following destruction of his fleet at the Battle of Actium, but...   [click here for more]
Skirmisher Publishing  $5.99 $3.00

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Castle Builder Volume 5: Keeps

Castle Builder Volume 5: Keeps


Castle Builder Volume 5: Keeps is the fifth entry in a 10-part series designed to help Game Masters and players alike plan their ideal fortifications in a step-by-step format from the ground up. This installment looks at the border structure and way station that serves as the first-line defenses of a realm. Contents include: * An introduction to the idea of keeps, why people build...   [click here for more]
Skirmisher Publishing  $1.99 $1.00

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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 is what you are looking for! Fully compatible with Mutant Future — as well as Labyrinth Lord and other games that use the familiar “1st Edition” rules introduced in the 1980s — this collection includes: * More than 200 new creatures,...   [click here for more]
Skirmisher Publishing  $8.52 $4.26

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Creatures of the Wastelands: Habitats

Creatures of the Wastelands: Habitats


Creatures of the Wastelands: Habitats is devoted to some of the possible environments and locations that might exist in a post-apocalyptic campaign setting and how they can be used in role-playing games in general and Goblinoid Games' Mutant Future in particular. Life being what it is, most of these locations have since been colonized by a variety of mutant and non-mutant life...   [click here for more]
Skirmisher Publishing  $1.99 $1.00

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Creatures of the Wastelands: Mutational Evolution

Creatures of the Wastelands: Mutational Evolution


Creatures of the Wastelands: Mutational Evolution is a guide to developing a more vibrant post-apocalyptic campaign setting by constructing families of related mutants, and is full of both suggestions and examples of how Game Masters can accomplish this. Mutational Evolution is fully compatible with Mutant Future, as well as Labyrinth Lord and other games that use the...   [click here for more]
Skirmisher Publishing  $5.99 $3.00

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Cthulhu Live’s Mysteries of the Mythos: Murder at Miskatonic

Cthulhu Live’s Mysteries of the Mythos: Murder at Miskatonic


Miskatonic University, that ivy league institution of higher learning that has produced many a fine young adult ready to shape the world the way they see fit. With diverse courses such as Peruvian Basket Weaving, Modern Occult Legends, and Ancient Languages, Miskatonic has a class for any student. And with the award-winning sports team, the Fighting Cephalopods, even the athletic scholar can find...   [click here for more]
Skirmisher Publishing  $2.99 $1.50

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d-Infinity Volume #6: The Mythos

d-Infinity Volume #6: The Mythos


From its very beginnings, the idea of the Mythos has pervaded role-playing gaming to one extent or another, overtly influencing innumerable authors, developers, and game masters. At its core, the idea behind the Mythos is that there is a vast body of pre-human — even alien in the most fundamental sense — history, science, and cosmology, that people periodically perceive glimpses of these...   [click here for more]
Skirmisher Publishing  $6.99 $3.50

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Encounters (Swords of Kos Fantasy Campaign Setting)

Encounters (Swords of Kos Fantasy Campaign Setting)


Welcome to Encounters, the fourth volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting! This book contains 17 system-free encounter tables for general and specific areas on the island of Kos and the lands surrounding it. All of them can be used either individually or in conjunction with each another, and within the context of the Kos campaign setting or as part of any...   [click here for more]
Skirmisher Publishing  $4.99 $2.50

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Experts v.3.5

Experts v.3.5


Experts v.3.5 takes the concept of the Expert non-player-character class briefly described in the Dungeon Master’s Guide and gives it unprecedented depth and playability. This 176-page book includes: * More than 30 fully detailed Expert types, including the Alchemist, Blacksmith, Courtesan, Merchant, Miner, Navigator, Physician, Sage, Sailor, and Weaponmaker. * The...   [click here for more]
Skirmisher Publishing  $12.99 $6.50

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Gnoll Crocuta Spells: A Supplement to ‘Tests of Skill v.3.5’

Gnoll Crocuta Spells: A Supplement to ‘Tests of Skill v.3.5’


The Gnoll Crocuta is a highly detailed, 10-level OGL v.3.5 prestige class that is presented in the new Skirmisher Publishing LLC book Tests of Skill v.3.5. This publication has been created both for use by owners of that publication and by people who might enjoy introducing some of the often-dark spells available to Crocutaea into their own campaigns. It contains 13 new spells, all of which...   [click here for more]
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House of Pain: A Script for Cthulhu Live 3rd Edition

House of Pain: A Script for Cthulhu Live 3rd Edition


Welcome to the New World Order. It’s the autumn of 1991, and the world isn’t what it used to be. Saddam Hussein’s army lies in smoldering ruins. The Soviet Union is suffering its death throes. Germany has been reunified. Africa is aflame with small bush wars. Across the world, the balance of power is shifting. Old powers are dying out and the playing field of the future will be...   [click here for more]
Skirmisher Publishing  $6.99 $3.50

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Insults & Injuries: A Role-Playing Game Sourcebook for Medical Maladies

Insults & Injuries: A Role-Playing Game Sourcebook for Medical Maladies


You have never read a game book quite like this one! Written by a practicing medical doctor, Insults & Injuries presents real world illnesses in OGL 3.5 system game terms. Why afflict characters with “filth fever” when you can give them rabies, the black plague, or the flu? Within this sourcebook, you will find dozens of sicknesses that your players already know and fear in...   [click here for more]
Skirmisher Publishing  $9.99 $5.00

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Kos City (Swords of Kos Fantasy Campaign Setting)

Kos City (Swords of Kos Fantasy Campaign Setting)


Welcome to the world of Kos and to Kos City, the first volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting! This book contains descriptions of 50 different specific places that can be used either individually or in conjunction with one another, and within the context of the city of Kos as presented here or as part of any other community a storyteller might have established...   [click here for more]
Skirmisher Publishing  $6.99 $3.50

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Kos Island (Swords of Kos Fantasy Campaign Setting)

Kos Island (Swords of Kos Fantasy Campaign Setting)


Welcome to Kos Island, the third volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting! It follows Kos City and Lands Beyond Kos and is fully compatible with and expands upon concepts that appear in them. This book contains detailed descriptions of the island of Kos, what lies around it, of its 12 major towns and villages, and of 10 specific places located...   [click here for more]
Skirmisher Publishing  $2.99 $1.50

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Lands Beyond Kos (Swords of Kos Fantasy Campaign Setting)

Lands Beyond Kos (Swords of Kos Fantasy Campaign Setting)


Welcome to Lands Beyond Kos and the highly-anticipated Swords of Kos Fantasy Campaign Setting! This book contains detailed descriptions of 16 different nations, brief entries on nine regions, and writeups on three specific places, all of which can be used either individually or in conjunction with one another, and within the context of the Kos campaign setting or as part of any...   [click here for more]
Skirmisher Publishing  $3.99 $2.00

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Lives of Kos (Swords of Kos Fantasy Campaign Setting)

Lives of Kos (Swords of Kos Fantasy Campaign Setting)


Welcome to Lives of Kos, the fifth volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting! This book contains 115 system-free biographies of personages who live on the island of Kos or the lands surrounding it and are mentioned or appear as characters in the related sourcebooks or stories about the campaign setting. All of them can be used either individually or in conjunction...   [click here for more]
Skirmisher Publishing  $3.99 $2.00

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Muerte al Chupacabras!: A Script for Cthulhu Live 3rd Edition

Muerte al Chupacabras!: A Script for Cthulhu Live 3rd Edition


For three decades, Hobbsbad, New Mexico, has lived in fear of El Chupacabra, an unseen monster that comes in the night and feeds on blood. Every few years, the attacks become more frequent, and then stop just as quickly and mysteriously as they began. Nothing has been able to stop this malevolent creature. Now, one man has done the impossible and captured El Chupacabra alive, and tonight, he plans...   [click here for more]
Skirmisher Publishing  $6.99 $3.50

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Nuisances: Director's Cut

Nuisances: Director's Cut


FOR MATURE AUDIENCES ONLY Nuisances: Director’s Cut is unlike any other fantasy RPG sourcebook! It is a tribute to the early years of fantasy roleplaying games, a parody of the current state of the genre, a guide to an alternate and more fun style of play, a manual for keeping cocky and annoying players off balance, and a poignant philosophical expression of the post-modern, 21st...   [click here for more]
Skirmisher Publishing  $12.99 $6.50

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Sight Unseen: A Script for Cthulhu Live 3rd Edition

Sight Unseen: A Script for Cthulhu Live 3rd Edition


Can we trust our senses? How do we know that what we see is real? Are our eyes inherently deceptive and prone to misdirection? If so, then such flawed organs must be removed, for only in blindness can one perceive the truth: that all the world is horror. Sight Unseen is a LARP experience like no other. When an assortment of Arkham citizens check into the local hospital for surgery, they...   [click here for more]
Skirmisher Publishing  $4.99 $2.50

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Tests of Skill v.3.5: An OGL Adventure and Sourcebook

Tests of Skill v.3.5: An OGL Adventure and Sourcebook


Tests of Skill v.3.5 is thoroughly revised, updated, and expanded version of the innovative OGL adventure module and sourcebook originally released as a version 3.0 publication and intended as a companion volume to Experts v.3.5. This edition has been expanded by 24 pages, had its character and monster stats corrected and revised, and had added to it one new encounter, one new scenario,...   [click here for more]
Skirmisher Publishing  $12.99 $6.50

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The Green Fairy: A Script for Cthulhu Live 3rd Edition

The Green Fairy: A Script for Cthulhu Live 3rd Edition


Paris at the end of the 19th century: a city of lights, music, excitement at the approach of the new century and aflame with the creative spirit of the Bohemian revolution. But for months the city has been locked in a state of fear as the brutal murderer known as the Raptor stalks the steep streets and narrow alleyways of the north-end hill neighborhood of Montmartre. Many refuse to leave their homes...   [click here for more]
Skirmisher Publishing  $6.99 $3.50

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The Island: A Script for Cthulhu Live 3rd Edition

The Island: A Script for Cthulhu Live 3rd Edition


When their ship is sunk by a freak storm. the survivors swim to the nearest land, a small island off the New England coast. Safe on land they feel that their troubles are over ... but they are wrong. The Island is a Cthulu Live live-action role-playing (LARP) game scenario for up to 13 players. It is set in 1947 and brings the characters face-to-face with their own twisted lineages and the madness...   [click here for more]
Skirmisher Publishing  $4.99 $2.50

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The Jester Dragon's Guide to Defects

The Jester Dragon's Guide to Defects


Even as characters can have Feats that give them particular aptitudes and enhance their various skills and capabilities, so too can they suffer from Defects that negatively affect their ability to function. Such Defects can be used to make games more fun and unpredictable, and even more plausible. The Jester Dragon’s Guide to Defects is a complete sourcebook that details hundreds...   [click here for more]
Skirmisher Publishing  $5.99 $3.00

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The Jester Dragon's Random Brothel Generator

The Jester Dragon's Random Brothel Generator


From worlds of swords-and-sorcery to libertine space colonies, a lot can happen in a brothel. Intrigue, romance, murder, and all extremes of pleasure and disappointment wait behind the green door and under the red lanterns of seedy fleshpots and high-class seraglios. If you want to bring a little exoticism, eroticism, and bawdy fun into your campaign, you go straight to the brothel. But who has the...   [click here for more]
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The Jester Dragon's Random Cult Generator

The Jester Dragon's Random Cult Generator


Cults threaten adventurers, civilization, and the existence of the universe itself. Whether they are sacrificing virgins, summoning tentacled horrors, or infiltrating every level of society, it is inevitable that your heroes are going to have a run-in with cultists at some point in their adventuring careers. And, after all, hidden temples hold the best treasure and no one builds them like a cult. But...   [click here for more]
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Warriors: A Comprehensive OGL Sourcebook for Fantasy Role-Playing Games

Warriors: A Comprehensive OGL Sourcebook for Fantasy Role-Playing Games


Warriors is a comprehensive OGL sourcebook for fantasy role-playing games that expands upon the description of the Warrior class in the Dungeon Master’s Guide. It is an invaluable resource both for game masters who want to expand the variety and realism of combat encounters and martial non-player characters and for players who want to enhance the military and combat capabilities...   [click here for more]
Skirmisher Publishing  $9.99 $5.00

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Wisdom from the Wastelands Issue #10: Monsters That Improve with Age 2

Wisdom from the Wastelands Issue #10: Monsters That Improve with Age 2


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 characteristics change over its lifespan, using three columns: the age of the creature, its hit dice, and notes. Notes might include damage, mutations, drawbacks, or anything else that affects the creature in and...   [click here for more]
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Wisdom from the Wastelands Issue #11: Optional Combat Rules

Wisdom from the Wastelands Issue #11: Optional Combat Rules


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 aspects — next to mutations! In this spirit, here are several new optional rules a Mutant Lord can use to expand the combat possibilities in his or her game. Wisdom from the Wastelands is dedicated...   [click here for more]
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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...   [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 #14: Aggregates

Wisdom from the Wastelands Issue #14: Aggregates


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 after generation, until, over time, the two species gradually merge. But, this already happens. Humans and termites rely on intestinal bacteria to aid digestion, lichen are the synthesis of fungus and algae,...   [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 #16: Robots Part 2

Wisdom from the Wastelands Issue #16: Robots Part 2


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 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...   [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...   [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 new 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...   [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....   [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...   [click here for more]
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Wisdom from the Wastelands Issue #22: Personal Shields

Wisdom from the Wastelands Issue #22: Personal Shields


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, those that protected police against small caliber firearms, and those used in military powered armor systems and combat vehicles. All shields operate on the same basic mechanic: they project a protective...   [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...   [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...   [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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