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Traveller Core Rulebook Audiobook (Digital)
$232 purchasedThis is Free Trader Beowulf, calling anyone… Mayday, Mayday… We are under attack… Main drive is gone… Turret number one not responding… Mayday… Losing cabin pressure fast, calling anyone… Please help… This is Free Trader Beowulf… …Mayday… Fully Updated and Revised. Traveller is a science fiction roleplaying game of bold explorers and brave adventurers. The Traveller Core Rulebook contains everything you need to create one of these adventures and begin exploring the galaxy. Spaceports, ancient civilisations, air/rafts, cold steel blades, laser carbines, far distant worlds, and exotic alien beasts – this is the futuristic universe of Traveller, the original and classic science fiction roleplaying game. Come visit the far future. Traveller Core Rules audiobook narrated by Michelle MosleyEditIncludes 1 item
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×1Traveller Core Rulebook Audiobook (Digital)
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Traveller Behind The Claw Audiobook (Digital)
$230 purchasedBehind the Claw presents two complete sectors of Imperial space; Deneb and the Spinward Marches. Deneb is bordered by the Vargr Extents and the Great Rift, and has traditionally seen fierce rivalry between its powerful dukes. A long history of compromises and temporary deals has created a fragmented political situation ripe for exploitation by those with the wit and the will… and there is always the threat of corsairs from over the border. The Spinward Marches is a border region, caught between the Aslan Hierate and Zhodani Consulate, with the tumultuous politics of Deneb at its back. It is the gateway to the Imperial frontiers and the crossroads of internal and external politics. Adventure opportunities abound between the frontier worlds of the Marches and the trade hubs of Deneb. Far from the Imperial Core, fortune awaits the bold and disaster lurks for the unwary Traveller. This audiobook is narrated by Charles Hubbell.EditIncludes 1 item
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×1Traveller Behind The Claw Audiobook (Digital)
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Traveller Great Rift Adventure 1: Islands In The Rift Audiobook (Digital)
$50 purchasedIn Great Rift Adventure 1: Islands in the Rift, the Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage - it is in fact on an entirely different world and not in a flyable condition. Once the Travellers manage to reach the ship they can finally begin their voyage across the Islands subsectors. This, too, is not a simple matter. The Islands are prone to tension at the best of times and, at present, worlds in the region are on the brink of war. The Travellers risk being mistaken for spies – and not without cause, for their ship is an Imperial intelligence-gathering vessel. The Travellers will need to make a detour to collect a hidden stash of data before transit to Zuflucht, and there are those who want to get their hands on it first. Islands in the Rift audio book narrated by Charles HubbellEditIncludes 1 item
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×1Traveller Great Rift Adventure 1: Islands In The Rift Audiobook (Digital)
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Traveller The Glorious Empire Audiobook (Digital)
$180 purchasedThe Glorious Empire is an Aslan splinter state in the Trojan Reach that engages in the forbidden practice of slavery. The Empire has spurned the Aslan custom of ritual warfare, insisting upon violent open war in all conflicts. Their borders have held strong for centuries… until now. Beset by enemies on all sides, the Empire is now collapsing rapidly and has lost one world after another. However, like a wounded and cornered predator, the Empire does not plan to go down without a fight. On worlds liberated by the Hierate, freed human slaves – the hisol’i – struggle to integrate into Aslan society. On the Empire’s remaining worlds, there are billions more waiting to be freed. This book contains everything needed to run a campaign in this dangerous and volatile region of space including histories, new career paths, world descriptions, new starships, small craft, vehicles, gear, weapons, and animal encounters. Detailed descriptions of Empire mercenary units, slaving ships, enslaved freedom fighters, black marketeers, key Hierate clans, the vaunted Camoranian Starfighters, and more are provided to add depth and colour to any campaign. The Glorious Empire is a living region that will change dramatically over the course of a campaign. Wars will be fought, worlds will fall, and Travellers will directly influence, take part in, and decide the shape of things to come. This book includes tools and campaign directions for referees and Travellers to take an active part in the events that change an entire region of space right before their very eyes. In this book you will find: Patrons and important personalities for your Travellers to meet and interact with. Spacecraft of the Glorious Empire and its enemies, along with unique technologies for the region. The opportunity for your Travellers to shape the history of the Trojan Reach and support or bring down a failing empire. Rules for using Naval Campaigns from Element Class Cruisers with Aslan ships. A new entry for the Central Supply Catalogue that introduces the weapons, armour, and equipment of the Glorious Empire. Glorious Empires audio book narrated by Sean Joseph PerryEditIncludes 1 item
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×1Traveller The Glorious Empire Audiobook (Digital)
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Traveller The Marches Adventures 1 - 5 Audiobook (Digital)
$231 purchasedThe Spinward Marches, out on the Imperial frontier, is a borderland sector where even the humble can find great fortune and exciting voyages. The Marches Adventures 1-5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Spinward Marches and some of the worlds within. Inside you will find: High and Dry: A classic adventure designed to kickstart an entire campaign. The Travellers have been gifted a detached duty ship by the Scout Service, which will be theirs to use as they see fit. The only catch is… they will have to find it first. Mission to Mithril: The Travellers land at a rudimentary starport, only to find their vessel disabled and the base strangely empty. As they explore, a distant distress beacon is detected, but reaching it requires an overland trek. Having located the survivors, the Travellers discover their problems are only just beginning… Search and Rescue: Working search and rescue in the Gorram system is a complex business. Gorram is Red Zoned to protect its emerging culture, with passing ships directed to refuel at Gorram Station. For the Travellers, a contract to run the search and rescue operation is a legal way to bypass the interdiction. After weeks of patrols, the Travellers receive a GK signal. A ship is in distress, somewhere in the Red Zone. The ship is crippled, its occupants in mortal danger, and the Travellers must act fast to save them. Artemis Wept: The Travellers are delivering a breeding herd of critically endangered animals for Project Artemis, located on the backwater world of Pyramus. There they can relax and enjoy the pleasures offered – dinner with the local noble, pony-riding in the countryside… and saving an entire species from extinction. Safari World: A wealthy industrialist needs a qualified crew to accompany him on a hunting expedition to an uncharted world. His prey? A magnificent and mysterious trapper species said to roam the planet. The safari takes on a new dimension when the Travellers discover they are not alone. The residents of 567-908 have eluded discovery for their entire existence, and now that they have been found, they might just be the key that helps the Travellers find their quarry. The Marches Adventures 1-5 audiobook narrated by Charles Hubbell.EditIncludes 1 item
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×1Traveller The Marches Adventures 1 - 5 Audiobook (Digital)
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Traveller The Third Imperium Audiobook (Digital)
$232 purchasedThe Third Imperium is the greatest interstellar empire in the history of Charted Space. Its Emperors have reigned for a thousand years, building a utopian society based upon the pillars of duty, honour, free trade and a powerful navy that protects its worlds and enforces its laws. Despite all of its grand achievements, the Imperium has a dark side. It has committed genocide on its own worlds. Its leaders have assassinated and murdered each other in battle to obtain the throne. A civil war nearly tore it apart, ending the dream of its visionary first Emperor. Yet with all the Imperium has been through, it has somehow endured. The Third Imperium is at a crossroads, and choices made now will determine whether it survives or crumbles. Into this realm enters a bold group of Travellers, seeking fame, fortune and adventure in hallowed the Core sector, the ancient centre of human civilisation, where dreams are made and broken. This book contains everything Travellers and Referees need to travel and adventure in the heart of the Third Imperium, including: A huge poster map of the Core sector. Detailed descriptions of the people, society, military forces and power brokers of the Third Imperium. The complete history of the Third Imperium as it has never been told before. The Core sector, the heart of the Imperium, including playable human and alien races and world descriptions for all 16 subsectors. New starships, vehicles, weapons, armour and gear for use in Core sector campaigns or anywhere else in the Third Imperium. The galaxy is rich with opportunity, nowhere more so than at the heart of the Third Imperium. Travellers need only be bold enough to claim their share of the fortune. The Third Imperium audio book narrated by Sean PerryEditIncludes 1 item
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×1Traveller The Third Imperium Audiobook (Digital)
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Savage Worlds Adventure Edition Core Rules Audiobook (Digital)
$180 purchasedSavage Worlds Adventure Edition is a Fast! Furious! and Fun! rules system for any genre of roleplaying game. Create your own setting, convert an existing one, or pick up one of our amazing settings like Deadlands, Rippers or 50 Fathoms. The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you! Savage Worlds handles pulp action, gritty noir, supers, hard scifi, space opera, horror, and anything you can imagine! Savage Worlds Adventure Edition is the latest version of Savage Worlds. Savage Worlds Adventure Edition audiobook narrated by Michelle MosleyEditIncludes 1 item
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×1Savage Worlds Adventure Edition Core Rules Audiobook (Digital)
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Savage Worlds Deadlands The Weird West Core Rules Audiobook (Digital)
$230 purchasedDeadlands is set in the Weird West, an alternate history where mysterious beings called the Reckoners have given life to monsters and magic. California has shattered into a labyrinth of flooded sea-canyons, and a mysterious super-fuel called “ghost rock” has spawned as much war and strife as it has “steampunk” devices. Players are steely-eyed gunfighters, card-slinging sorcerers called hucksters, mysterious shamans, savage braves, mad scientists, and more who battle against evil. This audiobook is narrated by Sam Albertsen.EditIncludes 1 item
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×1Savage Worlds Deadlands The Weird West Core Rules Audiobook (Digital)
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Savage Worlds Holler Audiobook (Digital)
$230 purchasedHoller is a roleplaying game of adventure, rebellion, fairy tale, and gothic horror in Appalachia. In Holler, the mysterious “Big Boys” own the mines, mills, and logging operations. They rule over every aspect of their workers’ lives—subjecting them to extraordinary dangers on the job and crushing oppression outside of it. The Big Boys have transformed the land of the Holler—rivers bubble with strange chemicals, strip-mined mountains crumble into valleys, and the air is choked with a toxic fog known as the Blight. The flora and fauna of the Holler grow more monstrous by the day. Demons of every description lurk in the forests. Mutant cryptids haunt villages with their strange cries and appetites. Vengeful haints leer from abandoned shacks and lonely cliffs. No one is coming to save the people of Holler. They’ve got to take matters into their own hard-worked hands. It’ll take miners, granny women, gougers, moonshiners, bluegrass pickers, and holy rollers willing to fight and die to protect their culture, customs, and families. Folks who have the bravery to stare straight into the abyss and spit in its eye. The goal of the resistance is to build a coalition, to bring together diverse factions—humble workers, roustabouts, mountain men, dirt track racers, cultists, and even strange creatures of myth and legend to raze the works of the Big Boys and drive them from the Holler forever. Holler draws deeply on Appalachian history, mythic folklore, and culture to create a dark fantasy world of apocalypse and vengeance set in gothic locales such as Corn Cob Gap, Cussfoot Fens, Ghost Ridge Mountains, Great Craggy Mountains, Faefall, Hogback Hills, Piney Dirge Plateau, Sootstone Mountains, and the Stygian Mountains. It contains new Edges & Hindrances, new Arcane Backgrounds, rules for the ever-present Blight, a passel of strange critters including the Mothman, the Sheepsquatch, and the nefarious Big Boys themselves, dozens of locations such as Mount Everlasting, Devil’s Den, and Fairy Flats, a fully-fleshed out Adventure Generator, AND a wild ride of a Plot Point Campaign called Blasted Beauty. This setting requires the Savage Worlds Adventure Edition core rules to play. Holler audiobook narrated by Michael Quinlan.EditIncludes 1 item
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×1Savage Worlds Holler Audiobook (Digital)
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Savage Worlds Pinebox, TX Middle School Audiobook (Digital)
$180 purchasedA complete professionally narrated audiobook of the Pinebox Middle School setting for Savage Worlds, for relaxed familiarization, preparation, and enjoyment. From the fiendish minds behind East Texas University, Pinebox Middle School is a brand new “kids on bikes” setting for Savage Worlds! The players take the roles of middle school kids who just can’t escape the supernatural horrors that plague the town of Pinebox, Texas! Your parents don’t believe you. Your teachers are too busy to care. Law enforcement officers are in way over their heads. If anyone is going to save the world and get home in time for bedtime, it’s up to a group of clever Texas kids from the heartland! Yippee Ki Yay!EditIncludes 1 item
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×1Savage Worlds Pinebox, TX Middle School Audiobook (Digital)
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Space 1889 After Audiobook (Digital)
$280 purchasedEverything Jules Verne could have written.... Everything H.G. Wells should have written.... Everything A. Conan Doyle thought but never published because it was too fantastic! Space 1889: After makes it a reality! Space 1889: After is the next iteration of Space 1889—the popular steampunk tabletop game—with new rules, new possibilities, and new stories to tell. London 1899 The Victorian Age in Space 1889 was marked by astounding discoveries that opened the strange, inhabited worlds of Mars and Venus to exploration and colonization. Space 1889: After takes place ten years later, after war and disaster separated the worlds for a time. Now, adventurers must risk the perils of space to explore other worlds and fight new enemies that lurk in the ether. Space 1889 appeared at the dawn of the steampunk movement. The boilerplate hulls of aerial gunboats and the hardy ethernauts who braved the dark reaches of space developed in parallel with the aesthetic so many know and love. In many ways, Space1889's iconic art helped define the genre’s aesthetic! You'll find no magic here, rather science behaves as the eccentric geniuses of the period imagined it did. Combined with the influence of ancient alien technologies, almost anything is possible. As original designer Frank Chadwick puts it: "this is science as the Victorians saw science."EditIncludes 1 item
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×1Space 1889 After Audiobook (Digital)
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