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Scoundrels of Brixton 3: Phantoms of Unov

$18.00

Phantoms of Unov is the third in a series of supplements exploring the Brixton solar system. Cepheus Engine mechanics make it simple for referees to digest and adapt to nearly any sci-fi setting (it’s compatible with Traveller, even Mothership) with little preparation. Each issue is packed with adventures, NPCs, and detailed background and art, all packaged in a high-quality, compact format.

What is inside?
The Phantoms: Ruthless narcotics manufacturers, led by an ex-pirate, disgraced scientist, political radical and an aging soldier of fortune.

  • The Phantom of Unov: Background and stats on this new TL12 starship, with art by Ian Stead and deck plans courtesy of Grant Richards.
  • The Planet Unov: Rich history and downport details, everything needed to adventure on a savage hellworld with mysterious alien ruins.
  • 3 Additional Factions & Gangs: A cult of extortionists and extremists, dubious corsairs and a corrupt occupation military force.
  • 20 NPCs: Each with comprehensive stats, personalities and equipment.
  • 18 Missions: High-risk adventures around the Brixton System, with challenges and moral dilemmas to test the wit and will of your players.
  • New Robot & Fiends: Stay out of the crosshairs of the NexusCorp Prowler or outwit the supernatural wraiths stalking Unov’s alien ruins.
  • 4 Equipment Write-Ups: A new handgun and grenade, ultra-light vacc suit, even a portable hacking device.
  • 3 Addictive Narcotics: Manufacture, traffic or get stoned on Black Lotus, Blue Lotus or Red Orchid.

Gary’s Appendix: Issue 6

$18.00

Gary wrote and collected a vast amount of information, rules, and guidance. Its haphazard nature and perplexing subjects makes it as fresh today as when he penned the work almost fifty years ago. Indeed, Gary’s Appendixdraws inspiration from the past works of the gaming giants.
Gary’s Appendix is about our love for the past and our excitement for the future. We do not have the audacity to believe that we can produce a work that matches the magic of the AD&D DMG. Instead, we seek the spirt of that evergreen work by presenting an array of articles that are enjoyable to read, informative to the GM, and useful at the gaming table.
Each issue contains a collection of articles written for the OSR by a variety of authors. In addition, Jeff contributes an expanded entry for a collection of monsters from the OSE collection.

Journey Into The Madlands: Issue 1 [Print + PDF]

$29.00

After you destroyed the earth, the hard part is knowing what to do next. It is one thing to make the world more dangerous, but it is another thing to make those changes both interesting and fun. It takes hours of effort to create dynamic encounters and evocative locations. There is no joy in spending hours staring at a blank computer screen or notebook waiting for ideas to arrive. With Journey Into the Madlands, we did the hard work for you.

Gary’s Appendix 4 [Print + PDF]

$18.00

Gary wrote and collected a vast amount of information, rules, and guidance. Its haphazard nature and perplexing subjects makes it as fresh today as when he penned the work almost fifty years ago.

Indeed, Gary’s Appendix draws inspiration from the past works of the gaming giants.

Gary’s Appendix is about our love for the past and our excitement for the future. We do not have the audacity to believe that we can produce a work that matches the magic of the AD&D DMG. Instead, we seek the spirt of that evergreen work by presenting an array of articles that are enjoyable to read, informative to the GM, and useful at the gaming table.

Gary’s Appendix: Issue 3 [Print + PDF]

$18.00

Gary wrote and collected a vast amount of information, rules, and guidance. Its haphazard nature and perplexing subjects makes it as fresh today as when he penned the work almost fifty years ago. Indeed, Gary’s Appendix draws inspiration from the past works of the gaming giants.
Gary’s Appendix is about our love for the past and our excitement for the future. We do not have the audacity to believe that we can produce a work that matches the magic of the AD&D Dungeon Masters Guide. Instead, we seek the spirt of that evergreen work by presenting an array of articles that are enjoyable to read, informative to the GM and useful at the gaming table.

Scoundrels of Brixton: Issue 2 [Print + PDF]

$18.00

Return to the criminal underworld of the far future with Scoundrels of Brixton, SD2: The Clean Hands! Referees running gritty, sci-fi campaigns are provided with a devious smuggling firm on the lookout for new henchmen, and a hardscrabble company town rife with corruption. And there’s even more challenging missions, with dubious NPCs, in this seedy, RPG setting tailored for players who crave mayhem and moral dilemma.

The Clean Hands is the second in a series of sci-fi RPG supplements exploring the Brixton solar system. Using Cepheus Engine mechanics, referees can run crime-themed adventures in nearly any system (even Mothership) with minimal preparation. Each high-quality issue is easy to digest, rich in lore, NPCS and scenarios, and fans of Traveller’s classic, little black books will appreciate the compact format.

Scoundrels of Brixton: Under A Hard Sun [Print + PDF]

$18.00

Scoundrels of Brixton, SD1: Under a Hard Sun, is the first in a series of sci-fi rpg zines exploring the Brixton solar system. It’s Cepheus Engine compatible, and fans of the classic little black books will appreciate the compact format. Even with a streamlined page count, each issue is rich in background, maps, non-player characters and scenarios. With content that’s tightly written and easy to digest, referees can start adventuring with minimal preparation.

 

Scoundrels: Make Your Game Criminal [Print + PDF]

$20.00

Running games involving crimes is fun. Many of our favorite movies, TV shows, and comics center around themes of heists, robberies, gangs, bootlegging, or even acts of extreme violence. Sometimes the protagonists are criminals trying to climb the ladder for wealth and power; other times they are “Robin Hoods”, nobly fighting injustices through their own criminal acts.

Scoundrels provides 200 unique NPCs to drop quickly into your game. Some are tied to locations, some to gangs, and others are tied to a theme. You can randomly determine NPCs or easily flip through pages. The book uses random names from 5 different real-world cultures.

There are tables for random encounters with NPCs and tables for adding friends and rivals for the characters. But I didn’t stop there. Inside are additional tables that allow the GM to create crime-related jobs and adventures for the players. There is even a step-by-step example of me creating a job.