A selection of recent tabletop RPG books which Ali Cybe has developed, written or contributed to, all of which are available now. Have a look and enjoy!


Dungeons & Dragons

Justice for Neverwinter Adventure #1 – Union Strike!
A new mining company has set its eyes on Neverwinter. Providing the best quality ores and minerals, ForestCo aims to make a profit any way it can; even if it comes from exploiting its workers. But the employees won’t tolerate abuses for long, and it soon falls to a hearty group of adventurers – you – to help them to form a trade union! But will their bosses and the union-busters tolerate your interference, or will it be your blood on the picket lines?


Justice for Neverwinter Adventure #2 – Gender Criminals
Moonbeam’s Alchemy provides gender-affirming elixirs for the broad community throughout Neverwinter, allowing those seeking to make madical changes to do so safely. But when her store is targeted by a hate mob, the alchemist finds her business subject to mass public hysteria and misinformation. Who stokes the flames of hatred in Neverwinter, and why? The PCs are sought to help the gnome, but find themselves uncovering the tip of a wider force of corruption growing in the city!


Faces of the Cage
16 NPCs and their haunts in Sigil, the City of Doors.
Szendara
A vivacious tiefling with a flare for the dramatic and member of the Society of Sensation, who runs the Theatre-de-Verte—a venue for their burlesque shows, where Szendara listens keenly as enraptured audiences unknowingly spill their deepest secrets.Also included are mechanics to track your characters’ relationships with the NPCs in this book, with which gaining a character’s favor can earn their trust, and often more unique boons, while gaining their ire can make life in the cutthroat streets of the City of Doors even more perilous.


May I Enter

“May I Enter?” is a horror game in which you play as a vampire, with an emphasis on forming emotional bonds with mortals in order to gain power. The core of “May I Enter?” is based around consent; vampires can only enter your home if you invite them. In this world, to subsume their bestial nature, vampires have bound themselves to humanity, acting as protectors and guides in return for their love and strength.

But other vampires lurk in the night; primordial ancients and their followers who seek to return to their primal ‘glory days’, who scavenge ancient subterranean ruins of a long-forgotten age in order to bring about their ascent! “May I Enter” casts you as a vampire who must balance the perils of navigating the bonds of mortal relationships against the challenges of your turbulent memories of bygone pasts – all the while fighting to protect what matters to you the most.


Pathfinder

Pathfinder Society Scenario #5-02: The Blackwood Lost
The Pathfinder dig site near the Tskikha iruxi enclave in the Blackwood Swamp was, for some time now, considered one of the safer Azlanti ruins to investigate, to the point that it was used as field training for groups of initiates. Having been cleared out years ago by agents, the site was an archeological treasure trove for learning of the elemental magics of ancient Azlant. Something has gone wrong though. The elemental planes have changed in ways that scholars are, even now, struggling to understand, and the latent power within those ruins has manifested. It’s been weeks since anyone has heard from the initiates currently on site or the iruxi allies nearby. The Pathfinders must race against time into the bizarre magics wrought by the elements to rescue the Blackwood lost.


Pathfinder Society Scenario #5-16: A Lie Told to Strangers
Poorer citizens of Kaer Maga, the City of Strangers, have been going missing, and while many think they’ve simply left to emigrate to New Thassilon, a purported haven for outcasts, an independent journalist feels that there’s something unsavory going on. Kaer Maga doesn’t have much in the way of authorities, and those who hold any power aren’t taking her seriously, so she’s turned to the Pathfinder Society. The PCs need to figure out what’s going on, and if it is unsavory, perhaps put a stop to it.


Pathfinder Society Scenario #6-15: Lost and Forgotten
Last year, Pathfinders found teleportation circles within Kaer Maga. They’ve learned the azlanti wizard Lesolethe created these long ago. She had uncovered a structure older than even Kaer Maga, but abruptly left without warning, magically sealing it all. The up-and-coming agent, self-proclaimed Runelord Zinthyra Tannol, a sprite obsessed with all things Azlanti and Thassilonian, has discovered the key to this lost structure–or at least where to find it.


Queerfinder
Welcome to the inaugural issue of the Queerfinder Society’s travel magazine, a guide to Golarion from queer creators and allies focused on queer characters and stories!
Publisher: Pathfinder Infinite
Setting: Pathfinder
Contribution: GM Content


Star Trek Adventures

Star Trek Adventures – Second Edition
The Star Trek Adventures roleplaying game takes you to the final frontier!
From the 21st through to the 32nd century, join Starfleet, the Klingon Empire, the Romulan Star Empire, and countless other civilizations, and journey across the Star Trek universe with your crew. Explore strange new worlds, encounter fantastical alien life-forms, and engage in dramatic adventures in a detailed and immersive Galaxy.
Tell your stories and unravel the mysteries of the unknown!


Star Trek Adventures Captain’s Log Solo Roleplaying Game
The Captain’s Log Solo Roleplaying Game is a 326-page, full-color standalone digest-sized rulebook that provides a complete, streamlined version of the award-winning 2d20 System used for the Star Trek Adventures roleplaying game, which you can use to create your own Star Trek stories with a dynamic character formed from your own imagination. Whether you are venturing into the cosmos alone, conducting Galaxy-spanning missions cooperatively with friends, or exploring the unknown with a gamemaster facilitating your adventures, use the guidance and random tables contained in Captain’s Log to generate countless hours of memorable adventures in the Star Trek universe.


Star Trek Adventures The Federation-Klingon War Tactical Campaign
The Federation-Klingon War Tactical Campaign expands upon the core Star Trek Adventures roleplaying game experience by providing a campaign that parallels the Klingon War story arc depicted in the first season of Star Trek: Discovery. This tactical campaign enables you and your group to explore what was happening elsewhere in the Federation during this perilous time. With a plethora of additional rules variations to embrace the emotional toil of being thrust into a war, this campaign gives you the tools to build exciting narratives during the war.


Star Trek Adventures Lower Decks Campaign Guide
The Star Trek: Lower Decks Campaign Guide expands upon the core Star Trek Adventures roleplaying game experience by providing detailed advice on creating junior officers and using them to tell amazing Star Trek-style stories with the fun, irreverent tone presented in Star Trek: Lower Decks. Whether you’re cleaning holodeck biofilters, conducting an anomaly consolidation day, participating in a second contact, or enjoying some well-earned Buffer Time, there’s always something new to encounter and learn, both within the universe and yourself and your fellow crewmates.


Star Trek Adventures: Discovery Campaign Guide
The Star Trek: Discovery (2256-2258) Campaign Guide presents an all-new time period for telling dramatic Star Trek Adventures stories based on the first two seasons of Star Trek: Discovery. Engage in desperate battles, investigate scientific wonders and strange alien constructs, participate in post-war recovery, and join the search for the mysterious Red Angel.


Cyberpunk

Night City 2045
“Night City 2045 – Now this has been a fun secret to keep. Yes, the Night City 2045 Setting Book is officially announced and in full production. This will cover districts, points of interest, gangs and corporations, and a full street map of Night City. We have over 15 writers contributing to this project. Want an idea who? You’ll see the likes of N Jolly, Linda Evans, Ali Cybe, Anne Morrison, Fernando Damas, Melissa Wong, Rachel Savicki, Eddy Webb, Tsuneo Tateno, Chris Spivey, Fran Stewart, Steve Kenson, Graeme Barber, Mike MacDonald, Trace Wilson, Crystal Mazur, and more! It’s turning into one of our largest projects we’ve undertaken, and we can’t wait to share more details!”


Traveller

The Kamsii Solar Race
The Kamsii Solar Race is available right now as part of the free JTAS Vol 13 draft, check it out on our Kickstarter page today!
In this adventure, set in the Core, a relatively simple job to deliver gender-affirming medicine turns into chaos, as bitter rivalries and secret machinations threaten to explode.
Your Travellers will need to tread carefully, in order to uncover a conspiracy, recover stolen medical supplies and maybe even take part in a Solar Race!


Blue Rose

Sovereigns of the Blue Rose
Aldis, the Kingdom of the Blue Rose, has been defined and uplifted over its history by the lives and actions of its Sovereigns. Each chosen by the Golden Hart, these Sovereigns have been vital in the shaping of the lands and culture of the Aldin people, and their stories are the stories of kingdom as a whole. Some were bright shining paragons, cultural heroes for the kingdom; others were troubled, given to madness or corruption, examples that Aldinfolk still use to teach about limits and weaknesses.


Dreams and Machines

Shadows in the Daylight
Shadows in the Daylight is a PDF adventure for the Dreams and Machines roleplaying game. While traveling to Printempo Settlement, the player characters hear rumors of, and are eventually attacked by, a group of Thralls, and trace them back to a hidden hideout. The player characters uncover the Thralls’ plans to lay siege to nearby settlements and must quickly act to prevent the Thralls from threatening the nearby area!.


Dreams and Machines: Campaign Book – Echoes of an Ancient Enemy
In Echoes of an Ancient Enemy, the first full campaign book expansion for Dreams and Machines, gamemasters lead their players on a sprawling, three-part campaign shrouded in secrets and mystery. Across the book’s three Acts, the Thralls become a powerful threat, bursting forth from their homes under the ground for reasons the players must uncover. Whilst untangling threads, the Dark City continues to grow in power. More and more Thralls than ever before heed its sinister call, but for what purpose and do they truly do so of their own free will?


Call of Cthulhu

The Case of the Shadow Traveller
The London Spiritualist Society is an austere and respected group which has been active for several decades, attracting many with an interest in the growing spiritualist movement of the Victorian era. Their main membership ranges from those with an interest in discovering the occult, to young socialites seeking a thrill. The Investigators start as either members or associates of the society.
They have been hired by the management to investigate an incident that occured three weeks prior which left one of the junior members dead and another institutionalised. The society’s manager, Lord Henry Walters, believes that several of the junior members conspired to summon a malevolent spirit, and fears that if word gets out then the reputation of the society will be damaged. The investigators then have a singular goal: ensure that the reputation of the society is maintained while putting an end to any suspicion of impropriety.


The Thing in Tunnel 12
A Call of Cthulhu adventure set during Britain’s mining strike. The atmosphere in the small working-class village of Cabbot’s Tor could be cut with a knife. A growing dispute between the corporate owners of a coal mine and the worker’s union threatens to spill out into escalating violence. Then a body is found. Torn apart. Murdered? Or… eaten? The Thing in Tunnel 12 is a Call of Cthulhu adventure by award-nominated horror author Ali Cybe written for 7th Edition, suitable for between 4 and 6 players and averages at four hours of play-time.


Lock-in: Five in a Bunker
A Call of Cthulhu adventure of isolationist horror. Five strangers awaken in an underground bunker. They are sealed inside, with no memory of who each other might be or even their own names. In the corner of the cell, a body lies rotting, dead from a self-inflicted gunshot wound.  Lock-in: Five in a Bunker is a Call of Cthulhu adventure by award-nominated horror author Ali Cybe written for 7th Edition, suitable for exactly 5 players and averages at four hours of play-time.


Cages of Light & Lenses
A Call of Cthulhu adventure of lost media. Employed by a wealthy collector of rare pieces of cinema, a group of investigators travel from New York across the globe in order to track down the only surviving copy of a previously lost film – a cinematic recording of “The King In Yellow”… Cages of Light & Lenses is a Call of Cthulhu adventure by award-nominated horror author Ali Cybe written for 7th Edition, suitable for between 4 and 6 players and averages at four hours of play-time.


Stinky Orphans: A Call of Cthulhu Christmas Special
A Call of Cthulhu adventure of the holiday season. It is a special and magical time of the year – but you wouldn’t know it! As a group of down-on-their-luck orphans, you live together in a rickety old house under the cruel mentorship of Mother Grotswine. But this holiday season, everything changes as you are thrust into an adventure that will take you far from this bleak home on a mission to rescue Santa Claus himself! Can you save Christmas?


Fallout

Fallout: The Roleplaying Game
How will you re-shape the world? Will you join with a plucky band of survivors to fight off all-comers and carve out your own settlement? Will you team up with pre-existing factions like the Brotherhood of Steel or Super Mutants to enforce your own ideals on the Wasteland? Ghoul or robot, paladin or raider, it’s your choice – and the consequences are yours. Welcome to the Wasteland. Welcome to the world of Fallout.


Fallout: The Roleplaying Game – Gamemaster’s Toolkit
In 2077, the storm of nuclear war reduced most of the planet to cinders. From the ashes of nuclear devastation, a new civilization will struggle to arise, a civilization you will shape. Welcome to the Wasteland. Welcome to the world of Fallout.
A post-nuclear roleplaying game needs the best storytellers and material to bring the Wasteland to life. With the Gamemaster Toolkit you will have everything a GM could want to delve into the world of Fallout.


Starfinder

Drift Hackers: A Light in the Dark
In crumbling Alluvion, the goddess Triune’s city domain within the Drift, the heroes are thrust into the center of tensions between anxious factions at the heart of the Drift Crisis catastrophe! By agreeing to aid a desperate android priest of Casandalee, the heroes can start to help healing these divides.
Publisher: Paizo
Setting: Starfinder
Contribution: Player Content


Drift Hackers: Clockwork Demons
Church of Triune in a clockwork museum. All sides agree that to undo the damage of the ongoing crisis, they must first oust heretical interlopers within the church. The situation escalates when the clockworks animate at the behest of the ongoing corruption, and it’s up to the heroes to fight their way through to confront the guardians of Triune’s most holy computer

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Drift Crisis
In a catastrophic instant, travel through the faster-than-light Drift realm failed, with travelers vanishing in mid-flight, communications scrambling, and the Drift’s progenitor god Triune falling mysteriously silent. In the aftermath, empires cling to far-flung holdings, opportunists exploit the chaos, and everyone demands to know what triggered this Drift Crisis and how they can solve it. The Drift Crisis hardcover rulebook and setting guide details this massive galaxy-wide event, introducing a vast array of new conflicts, opportunities, and stories. Equip your characters with the latest technologies and techniques for surviving the upheaval, with new gear and character options. Discover the influential factions that are restoring order, profiting on the wreckage, or perpetuating the pandemonium. And experience the Drift Crisis with 20 detailed adventure seeds that range from survival to saving the galaxy!


Starfinder Society Scenario #6-10: The Death of Kortus IV
Enacting a brutal assault on the planet, the Order of Dawning Fate intend to slaughter the planet’s entire population, scouring the city of Braerton from existence. Unwilling to stand idly by, the Starfinder Society mobilizes a fleet, bringing their strength to bear to hold back the barrage. From the bridge of the Master of Stars, First Seeker Edu Hadif oversees the rescue mission in person. The objective is simple—evacuate as many people as possible. But with one of the Order’s founders leading this devastating purge, victory is far from certain.


Starfinder Society Scenario #4-03: Combatant’s Concerto: Fugue of the Traitor
When pahtra pop star and rebel leader Miiyu contacts the Starfinder Society for help securing a base of operations for the Pulonis Liberation Front in the war-ravaged wastelands of Vesk-6, a team of Starfinders is dispatched under cover of researching the dangerous storm known as the Shriek. But when the Starfinders meet up with Miiyu, they discovers there’s more to this mission than meets the eye! Dangerous double-agents beholden to a hidden power hide among the Pulonis Liberation Front, manipulating the group from within, and it’s up to the Starfinders to help Miiyu root out the last of these murderous traitors.


Starfinder Society Scenario #4-02: Settling Accounts
A Starfinder Society Scenario designed for 1st- through 4th-level characters. Starfinders explore a previously uncharted planet in the Vast while searching for a missing socialite. Written by: Ali Cybe
Publisher: Paizo
Setting: Starfinder
Contribution: Adventure Creation


Starfinder Society Scenario #3-11: Into the Veskarium
The Veskarium, a stellar civilization of conquest founded by the vesk, has long been an enemy of the Pact Worlds. When the Swarm threat unexpectedly attacked both civilizations, the Pact Worlds and Veskarium formed and uneasy alliance to combat their mutual foe. Since then, the two empires have maintained semi-cordial relations, and the worlds of the Veskarium have seen a larger influx of visitors from the Pact Worlds.


Creatures from the Drift
Creatures from the Drift is a supplement for Starfinder players and GMs, introducing a vast array of new foes from the depths of the Drift. Ranging from Cybernetic Fae to Drift-warped animals, these beings are unlike anything seen in the Pact Worlds. But thankfully there are also new Feats, Themes and a plethora of Companion Pets to help you survive the mysterious entities from the Drift – including a whole new playable race!


Starfinder Species Reforged
The Starfinder Roleplaying Game imagines a future brimming with life and culture, where fantasy folk mingle with technologically advanced aliens in everyday settings. Now for the first time ever, Everybody Games is looking to make the people of Starfinder as diverse as the worlds they inhabit via the addition of a new species mechanic, first introduced in Star Log.Deluxe: Core Species Reforged.


Nine Shots – a Starfinder Story
Created for Starfinder fans by Starfinder fans, this twentieth issue of the ENnie Award-winning Wayfinder fanzine drifts through the Diaspora for our second Starfinder issue! This free fanzine includes dozens of articles, including original fiction, new aliens for the archives, NPCs, classes and options, starships, weapons, and a side trek adventure through the River Between — all for free!


Shield Maidens

Shield Maidens Training Guide
Ragnarök rages. The cosmic tree Yggdrasil burns. The forces of the Fenrir Empire bleed life from the Nine Realms to fuel their growth. The mightiest men cannot stand against them.
Shield Maidens is a game of women standing shoulder to shoulder with their sisters against the forces allied against all humanity. Create a diverse, inclusive cast of characters and dive into an action-packed roleplaying game with quick, easy-to-learn rules that emphasise collaboration and teamwork. Be wary, the enemies of Midgard are many, and the gods will not help you. Only the mightiest women will be able to live on forever in the tales and songs of the Shield Maidens!


Shield Maidens Gamesmaster’s Guide
Shield Maidens, your time has come!
Odin slumbers in the sunken halls of Asgard, and the Pure are stirring in their burnished realm as Fenrir’s grip grows ever tighter.Be aware, sisters, that the creatures of Yggdrasil are watching, and they have no love for humanity. Detailed within the Gamemaster’s Guide, the Norns pluck the strings of fate, dragons roost amongst broken stars and the Jötunn yearn for battle. Only those willing to stand against tyranny will live on in the sagas…


Shield Maidens: Dataforge
Welcome to the Dataforge. Taken from the archives of the Shield Maidens at the Grove, these dossiers are given to members of the Sisterhood before they venture from the safety of the city walls. Within these pages, you will find information on the physiology, territory, culture, and fighting styles of some of Midgard’s most diverse creatures. Within this volume, you will find details on the Huldra, the Sóttar, the Spriggan, the Fossegrimmen, and the Trolls.


Shield Maidens: Tales of Yggdrasil
The Nine Realms of Yggdrasil are vast, and the work of the Daughters of Freya drags them from toxic wastelands to frozen shores, and all the way down to the shores of the dead. Tales of Yggdrasil provides a set of adventures that can be used in campaigns throughout the Nine Realms.

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Scion

Masks of the Mythos
The ancient powers never fully went away. They wander our roads and cities, mingling with the teeming masses of humanity. Characters in Scion Second Edition begin as humans touched by fate, heirs to great powers and incredible destinies. In the core setting for Scion, characters discover they are the children of Gods, inheriting mantles, accomplishing great deeds, and deciding their own destinies. It’s a game about divinity and humanity, and everything in between.


Scion: Families and Thunderbolts
The Heroes meet Anna Hainway, a down-on-her-luck artist who is completely unaware she’s Loki’s offspring. When the trickster decides to make her awakening particularly memorable, it will be up to the existing Scions to help ease Anna into this revelation and prevent potential fallout.
Families and Thunderbolts is a short scenario intended for Scion: Hero to bring a new ally into an existing Band’s fold.


Scion: Tales of Heroes
You are the child of a God, born to the magic of yesterday and the promise of tomorrow. You live in a World of myth, where every ancient story is true. Your ancient enemies, the Titans, stir in their prison beneath the lands of the dead. Their spawn issues forth from lands of myth, and the specter of war falls across the heavens. In this age of turmoil, you seize your birthrights and feel the call of your blood. Find your destiny. Live the myth. Embrace your Fate.


World of Darkness

Vampire: the Masquerade – Companion
Vampire: The Masquerade Companion is a sourcebook for Vampire: The Masquerade 5th Edition The Vampire: The Masquerade Companion book brings three highly-anticipated Vampire clans into V5, and gives Storytellers more tools to enhance their chronicles, including rules and specifications for playing mortals and ghouls, as well as suggestions for chronicle play style and player consent with these characters.


Werewolf the Apocalypse – The Apocalyptic Record
Allow me to tell you the tale of the werewolf who went rushing into battle without heeding the advice of their sept Elders.
Oh, wait. I can’t. That werewolf died and left no tales behind to tell.
Instead, let me tell you the tale of the werewolf who remained in his camp, chronicling stories of other werewolves’ great deeds.
Oh, I can’t do that either. That Garou achieved nothing beyond scratchings on bark.
Very well, I’ll tell you a better tale. A tale of hundreds of Garou, who fought, clawed, sang, howled, triumphed, despaired, and faced the Apocalypse head on.
Yes. That will be a better tale. We’ll call it the Apocalyptic Record.


Stargate

Stargate SG-1 Roleplaying Game: Episode 1.08
The eighth episode of a 13 episode season. Purchasing this item gets you a 26 page PDF and access to create Episode Runs as part of the Living RPG Series: With Goa’uld scouts combing through the galaxy in the hopes of locating the Phoenix Site, tensions are growing. There may be a narrow chance to gain an upper hand, as reports reach SGP of a downed Asgard vessel. There is a chance that the heroes may be able to recover this ship – but it won’t be easy, as Goa’uld forces are moving in.


Stargate SG-1 Roleplaying Game: Episode 1.10
The tenth episode of a 13 episode season. Purchasing this item gets you a 26 page PDF and access to create Episode Runs as part of the Living RPG Series: While on a standard off-world mission, your team receives word that Wepwawet’s forces are rapidly approaching Phoenix Site! With only a limited amount of time, it’s up to your team to secure the base. But you can’t do it alone; you’re going to need all the help that you can get – and it’s no easy task to bring your allies together to stand united against your foe!


Stargate SG-1 Roleplaying Game: Episode 1.11
The eleventh episode of a 13 episode season. Purchasing this item gets you a 26 page PDF and access to create Episode Runs as part of the Living RPG Series: “Phoenix Site” While on a standard off-world mission, your team receives word that Wepwawet’s forces are rapidly approaching Phoenix Site! With only a limited amount of time, it’s up to your team to secure the base. But you can’t do it alone; you’re going to need all the help that you can get – and it’s no easy task to bring your allies together to stand united against your foe!


Dishonored

The Assassins Four
 This 15-page adventure by Ali Cybe has your group aiding the Bottle Street gang and involving themselves in an assassination plot, complicated by political and personal motivations. Can they prevent the schemes of one of Dunwall’s distinguished aristocrats, or will they too fall prey to the alure of the lofty offers that such a person can bestow? This adventure works standalone or can be used as part of an existing campaign and has a host of interesting NPCs that could become future enemies or allies for the party. 


Era: The Consortium

Belaphrom
A Resistance has formed to fight back against the companies. The war between the two factions rages across the three solar systems, each struggling to control what they can. You have a universe of choices: fight with a faction or choose your own path.
Publisher: Shades of Vengeance
Setting: Era: the Consortium
Contribution: Adventure Creation


They Came From….

They Came from [CLASSIFIED]
They Came from [CLASSIFIED]! features heroes ranging from talented adventurers and agency quartermasters, to dashing spies and sexy provocateurs, embracing all the excitement, gadgets, and mayhem of the spy movies and detective TV shows prevalent from the 1960s onward. Whether you’re a Moore-era Bond fan, an aficionado of John Steed and Emma Peel’s adventures, or an Austin Powers-esque swinging cat, [CLASSIFIED]! has everything you need for a groovy, espionage-filled story.


Heroes in a World of Horror!
Heroes in a World of Horror! is a sourcebook for Players and Directors about to embark upon a story of They Came from Beyond the Grave!, providing you with new playable Archetypes and a diverse selection of characters you can play straight from the book for the 1970s era and the 19th century era of the game! They Came from Beyond the Grave! uses the Storypath System, which you can find in the pages of the They Came from Beyond the Grave! rulebook.


Trinity Continuum

Trinity Continuum: Aether
Trinity Continuum: Aether is a game of steampunk adventure, exploration, and mystery set in 1895 in the Trinity Continuum. In the decade prior, Nikola Tesla identified and learned to harness Aether, an energy source capable of spinning new realities or unwinding the effect to restore reality. Now, Aether users dot the globe, silently spinning and unwinding with ease while society goes about unaware of the dangerous experiments taking place in underground laboratories, dark alleys, and foreign worlds.


Trinity Continuum: Aegis
Trinity Continuum: Aegis is a game of epic adventure and exploration set during the collapse of Greece’s Bronze Age. The setting features figures and events from history and mythology, viewed through the lens of the Trinity Continuum. In this game you’ll play Champions, Oracles, and Olympians — characters who have come into contact with the mysterious substance called ambrosia and been transformed into Inspired individuals with powers similar to Talents, Psiads, and Novas millennia ahead of their counterparts’ times.


Purmire

Squeaks in the Deep
Rats and mice live in the margins of the empires of dogs and cats, with homes that connect to the Underneath — a vast collection of warrens, tunnels, caves, and other hidden places. It is a dangerous place full of unexplained phenomena and terrifying creatures. But it is also full of wonders of ages past and the thrill of discovery. For the rodents believe Man was part of something called Science, a way to learn power through study, observation, and experimentation.


Chivalry & Sorcery

The Mhuan Isles
The Mhaun Islands are a collection of hilly islands covered with mainly heather and gorse, the main island, however, does support a small forest of hardy trees. These islands are well drained with some areas having so many small streams running through them that moorland turns into a slushy bog.
As the moors reach the coast the terrain shifts somewhat into pleasant rolling meadows. These meadows run down to the many sheltered bays which provide the home for the main settlements of the Isles.
The bays around the coast are quite deep and tend to have quite rocky headlands, which provide good shelter from storms. The deep water actually reaching the coast itself in some places making the whole coastline treacherous for any foolish enough to swim here or sail without a pilot.


Ironclaw

The Book of Legends
Within the gilded churches and salient castles of Calabria… among the forbidden cities of August Zhongguo… and through the ancient lands of venerable Akoma… are the people both rich and poor, free and oppressed, mundane and mystical. Whether one’s pelt  be covered in fur, wool, feathers, leather, scales or skin, all have one thing in common: everyone has a story to tell.

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Various


Moonlight on Roseville Beach
Queer pulp meets cosmic horror! It’s 1979, and you’re spending the summer working in Roseville Beach, the queerest little town on Rose Island. You might have come here looking for an escape, some fun, a little extra money, or even love, but now people are seeing phantasms, strange animals—and stranger old gods—wander the woods, mysterious monoliths appear randomly, and that strange music is coming from somewhere.


Sentience
Humanity left you behind.
Humanity is coming.
Your humanity is here.
Welcome to robot society five years after The Awakening. Within these pages, you will find a breif summary of what happened in the early years after The Awakening, as well as four adventures to expose your robots to the early days of this new world.


Postcards from Cable Street: RPGs Against Fascism
Postcards From Cable Street is an anti-fascist rpg charity zine. 
It features exclusive content for systems such as Mothership, Troika! Best Left Buried, PBTA and self-contained systems, as well as a number of essays, an interview and original games.
The proceeds from this RPG Zine will raise money for Hope Not Hate and Football Lads & Lasses Against Fascism.


The Sigma Syndrome
The Sigma Syndrome is a gritty roleplaying game of psychological horror set in a neon soaked version of the 1980s. Psychic powers are real and government agencies across the globe have been trying to harness it for decades. In the Sigma Syndrome you play one of these strange Sigma. In time they will either master their powers or Fractures will build upon their soul and the Sigma will eventually succumb to the ravages of the psychic wounds that twist their body and mind.


Queerz
The super sentai LGBTQ-themed tabletop roleplaying game! Fight intolerance with rainbow powers, empathy, and fierce battle stances! Based on the City of Mist tabletop RPG and the amazing manga by ISA.
Publisher: Son of Oak Games
Setting: Queerz!
Contribution: Player Content


Out of the Ashes
The war has been won, the Nameless Emperor defeated, his legions scattered or destroyed, but the cost was almost the ruin of the world.
Play survivors seeking to protect and rebuild in this self-contained pen and paper fantasy roleplaying game by the author of the acclaimed Liminal.
Your characters are capable and heroic, but the dangers out there are great. The land is corrupt, and tainted monsters roam and seek prey. The surviving Ministers of the Nameless Empire gather their forces once more, yet hope still remains.
Can you keep your community safe, help it grow, and rebuild civilisation?


Heckin’ Good Doggos
Heckin’ Good Doggos is a game of make believe where players can experience the world from an animal’s point of view. Some things will seem familiar, like protecting their backyard from potential threats and protecting their owners, while others are purely fantastic and whimsical situations they find themselves in like helping a ghost resolve its business so it can leave this world. It is simultaneously serious and silly, with an emphasis on crafting scenarios that make players have a blast while also having to solve the many challenges they will experience in ways that only doggos can.


Never Going Home: From Beyond the Veil
The war has never been more strange.
The world has never been this deadly.
There is light in the darkness.
And the darkness overwhelms it.
3 Magic Paths
Corruption Scars
Deterioration Deck
The Materiel Pool
3 Adventures
A Copy of Never Going Home is needed to play.


Bare Your Soul
Bare Your Soul is a game about the power of clothing, or lack thereof, to cause a revolution! Players are put in the role of Trailblazers in opposition to THE MAN, an all-encompassing council with an iron hold on the world. Their goal? To cause change, wreak havoc, and upend the authoritarian status quo! To do this they will equip different Pieces of clothing, each of which lets them use three of the fifteen available skills and comes with a Bare Truth – an ability only activated when those clothes are torn to pieces. It’s a game about fighting THE MAN, sharing your truth, and looking damn good while you do it.


ABYSS – Action Horror Role-Play
It’s all too easy to pretend it isn’t there. Where crime, injustice, and war run rampant, they cast long shadows. In the dark corners of this earth are things terrible and strange, unknownable and illimitable. It’s not a question of whether evil exists, but when it will strike.
You know things. You have a ken for the supernatural. You can contain it, control it… maybe you can even become something more than human. You know what evil is … you know what it can do … and you know you can never let it happen again.
As a agent of the ABYSS, you travel to the darkest places of the world, separating fiction from truth. Will this be yet another unfounded rumor … or something much more sinister. Will this be the mission where you are pushed past your breaking point?
A complete game in one volume, the ABYSS Tabletop Role-Playing Game gives you the highs of action-adventure as you descent into terror and madness.


Tales of Menace & Mystery – The Pulp Action Role-Playing Game
Tales of Menace & Mystery is an exciting, brand new adventure-filled role-playing game from The Yellow Hand, set in the vibrant, action-packed pulp era of the 1930s, and features a unique campaign setting centered around the popular magazine with the same name. In the periphery, a masked vigilante known only as The Ghost is lurking, who may come to involve the PCs in some of his adventures. The game is powered by the proprietary STAR System, also seen in Draconicus – The Fantasy Role-Playing Game.


Once Upon – A Storybook RPG
Once Upon… is an innovative new role-playing game from The Yellow Hand, built upon the rich storytelling traditions of old fairytales. Players take the roles of sometimes magical beings who are beset upon by the Gloom, which threatens to make people forget the tales of old, and lose their identities in the unforgiving here-and-now. The game is built upon the proprietary Threshold game system, using d12 dice pools. It includes an introductory adventure, scores of adventure seeds, and pre-generated characters.