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Vermin (d-Infinity Live! Season 6, Episode 28)

Vermin (d-Infinity Live! Season 6, Episode 28) (audio product)


Join co-hosts William T. Thrasher, Brendan Cass, Clint Staples, Amanda Kahl, and Michael O. Varhola for a lively and informative discussion about the role of Vermin in tabletop role-playing games! From arachnid swarms to giant insects to plague-bearing clouds of stinging horrors, we explore how to make the most out of Vermin in your scenarios. This title is pay-what-you want and the requested payment...   [click here for more]
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Viking Warriors (A Faction for ‘Ragnarok: Age of Wolves’)

Viking Warriors (A Faction for ‘Ragnarok: Age of Wolves’)


“Viking Warriors” is a supplement for the Ragnarok: Age of Wolves miniatures game that includes 10 sets of statistics that can be used together as a complete new faction for the game or in conjunction with those for any other warriors and any sorts of scenarios. They include six named characters, among them those for a chieftain; five of his lieutenants, or thegns,...   [click here for more]
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Viking Warriors (A Sourcebook for 5th Edition)

Viking Warriors (A Sourcebook for 5th Edition)


Welcome to the Mythic North! Our version of this fantastic region corresponds largely to what are now known as Norway, Iceland, Sweden, and Denmark and incorporates the myths, legends, folklore, and history associated with it and this book is designed to help facilitate adventures in it. “Viking Warriors” includes: * 10 sets of D&D 5th Edition game stats, including those...   [click here for more]
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Viking Warriors (Cardstock Characters)

Viking Warriors (Cardstock Characters)


This set of downloadable Cardstock CharactersTM miniatures contains 10 different figures in c. 28mm scale, including a chieftain (jarl), four warrior retainers (thegns), a rune mage (galdrmadr), and four common warriors (carls). This set also includes a horizontally-flopped version of the entire group to allow for additional variety, allowing a full 20 figures...   [click here for more]
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Vintage Stock Art [BUNDLE]

Vintage Stock Art [BUNDLE]


This special 63% off bundle contains eight sets of vintage stock art from the late 19th and early 20th century, comprising more than 210 high-resolution images of arms, armor, weapons, monsters, battlefields, boats, military personnel, ships, and illustrations of an epic adventure! They licensed for use with any personal or professional publications or projects. La...   [click here for more]
Skirmisher Publishing  $26.92 $9.99

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Vintage Stock Art: Fantasy Volume 1

Vintage Stock Art: Fantasy Volume 1


This download includes more than 20 different vintage clipart images from a number of sources and which were originally or subsequently published between 1880 and 1921. All have been scanned at 600 dpi and are provided individually as grayscale JPEGs and 12 have also been provided as black-and-white TIFFs (34 image files total). The purchaser of this collection is granted the non-exclusive rights to...   [click here for more]
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Vintage Stock Art: Fantasy Volume 2

Vintage Stock Art: Fantasy Volume 2


This book contains more than 20 vintage clipart images from a number of sources and which were originally or subsequently published between 1880 and 1921. All have been scanned at 600 dpi and are provided individually as grayscale JPEGs and, if appropriate, as color or black-and-white JPEGs or TIFFs as well. The purchaser of this collection is granted the non-exclusive rights to use these images in...   [click here for more]
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Vintage Stock Art: Ships & Boats Volume 1

Vintage Stock Art: Ships & Boats Volume 1


This book contains more than 20 vintage clipart images from a number of sources and which were originally or subsequently published between 1880 and 1926. All have been scanned at 600 dpi and are provided individually as or grayscale JPEGs and/or as black-and-white TIFFs, and one has been provided as a full-color JPEG (25 image files total). The purchaser of this collection is granted the non-exclusive...   [click here for more]
Skirmisher Publishing  $3.99

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Virtual Tabletop Avatars & Tokens [BUNDLE]

Virtual Tabletop Avatars & Tokens [BUNDLE]


This special 46% off bundle contains all five of Skirmisher Publishing's recently-released sets of Tokens and Avatars for Virtual Tabletops! It contains a total of 110 pieces that cover a number of intrepid heroes, the denizens of a tomb complex, and two factions each of Dwarves, Humans, Lizardfolk, and Orcs. Dwarves: Tokens & Avatars for Virtual Tabletops...   [click here for more]
Skirmisher Publishing  $10.95 $5.95

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War Deck for Ragnarok: Age of Wolves

War Deck for Ragnarok: Age of Wolves


The War Deck has everything you need to make Ragnarok: Age of Wolves even easier to play! Now you can draw runes from the Rune deck before battle, Peruse the spells your mages possess, and easily determine details of your warband’s fighters at a glance – without needing to flip through the rules! Every Spell and Rune is included, as well as all the Men and Monsters in the campaign section,...   [click here for more]
Skirmisher Publishing  $14.95

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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

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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 useful information,...   [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...   [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 the...   [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 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...   [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...   [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,...   [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...   [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...   [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 more races...   [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 a important part in Mutant Future and other 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...   [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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Wisdom from the Wastelands Issue #43: Optional Combat Rules II

Wisdom from the Wastelands Issue #43: Optional Combat Rules II


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 with the expected wisdom of your decision), and thought: “Man ... I wish there was a rule for this”? For many of these unexpected cases, now there is. This issue of Wisdom from the Wastelands...   [click here for more]
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Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III

Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III


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 — whether otherworldly, extra-planar, or just plain weird. Whether derived from myth, history, fiction, fantasy, or real life, weapons and armor, personal objects, vehicles and buildings can all become...   [click here for more]
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Wisdom from the Wastelands Issue #45: Mutant Dinosaurs

Wisdom from the Wastelands Issue #45: Mutant Dinosaurs


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 back in the lab. This was not cloning or “de-extinction” in the strictest sense, but rather a combination of genetic archaeology and reinterpretation, and the Ancients designed the animals for...   [click here for more]
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