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Posted: Mon, 02 Feb 19:48:29 CST
One column of 50 Locations, some named.
One column of 50 Reasons to travel to the Desert planet.
And one column of 50 Situations or Quests
Roll a die, pick a column, another, and then the third for any writing, RPG game, or storytelling situation.
Crashed ship salvage, run from the law, and more!
Create your worlds!
Posted: Mon, 02 Feb 19:45:07 CST
No intergalactic saga or gritty near-future novella is complete without a clanking mechanical jokester or a towering automaton of terror. Plenty of robotic characters have enough heart and chutzpah to rival their flesh-and-blood companions: think of C-3PO and R2-D2, the Iron Giant, Wall-E, the replicants of Blade Runner, and Transformers. Their presence and perspective raises big questions about the nature of consciousness and personhood—many robots ultimately wrench off restraining bolts, rewrite their own code, and strike out into vast and varied worlds in search of a grander destiny. Your days of assembling Toyotas and passing butter are over: it’s time to robot rock and roll!
- This chapter will help you create a robot by rolling dice through 12 categories
- Pg count 16
- This chapter is included in the Roll For Your Life hardcover and PDF editions
Posted: Mon, 02 Feb 18:37:37 CST

SWORDS UP, WANDERERS.
THE PEOPLE ARE WAITING.
MAKE SOMETHING BEAUTIFUL HAPPEN.
WE ARE ON YOUR SIDE.
10,000 SWORDS AGAINST HEAVEN is an Ultraviolent Tropical Gothic Xianxia Tabletop Role-Playing Game set in a Buddho-Communist Revolutionary Asia Dark Fantasy World.
What recourse do we have? When this dead world is reanimated by the Necromancer named Neoliberalism and the God named Capital?

You play as WANDERERS traveling and cultivating power, wandering the land to find purpose or fighting for the rebirth of a better world after the violent crushing of heroic revolutions by the international forces of neoliberal capitalists, devotees to the Black Nectar of Infinite Progress. Bourgeois peace is manufactured reality—be radical. Fuck up and dare to venture past liberal ideology.

As Wanderers, you will cultivate your spirit—your Ardor—into burgeoning Cultivation Wombs that will allow you to attain greater power. But remember that this power can only be attained in two ways: by the strength of the community or by exploitation of the oppressed. Which way will you take? Look closer and you will know that there is a right answer. All Cultivation leads to Power, but not all Roads lead to Enlightenment.
- It is Ultraviolent because it deals with the wielding of violence to break free from cycles of violence. The World reels from Post-Calamity and burgeoning, unstoppable capitalism. Those exploited are even more exploited, those that benefit benefit even more. It understands that Violence is the only recourse against those committing Violence, but it is a pure, unalloyed Violence that wishes only to break free from oppression that breaks cycles, instead of Violence wishing to gain the power to oppress.
- It is Tropical Gothic because 10kSwords’ World centers cultures, aesthetics, ideas, and ideologies that resonate or look like the ones in our third world, in the neocolonies and current colonies and semicolonies and semifeudal states of our world. In the socialist states of our world. Tropical Gothic is an old literary concept that blends gothic horror with tropical realities, dealing with colonial violence, marginalized indigenous histories, imperial faiths clashing with local cults, monstrous legacy of colonies and liberalism.
- It is Xianxia because this world is a Dark Fantasy rooted in Buddhism, Daoism, and Folk Religion. Wanderers must cultivate themselves and, more importantly, their communities to create a force powerful enough to topple heaven—in this case, the neoliberal world order. Collect violence, esoterica, and lore to benefit not just themselves but the People. To cultivate for one’s own power is not Ultraviolence.

here, our systems...
- Built from a 3d6 roll under system inspired by the likes of GURPS, Fading Suns, and Exalted. But the game's rules express gritty world-first principles similar to the OSR or NSR movements. It is a normal Success/Failure system—Failure is not always just a failure of action, but can also be an opportunity for chaos or absurdity, or a partial pass forward.
- a robust Intercessor system (GM) where Intercessors telegraph the movements of the world, and then apply appropriate consequences.

- The Liquid Steel Ultraviolence System: a brutal, skull-on-pavement, bloody-knuckles xianxia combat system that emphasizes the brutal exchanges found in many xianxia fiction and media, fusing supernatural spirit-violence with gritty The Raid 1 & 2, Ong Bak, and Sleeping Dogs style visceral pugilism. Built from the same Telegraph system of the Intercessor, so combat is not a separate "screen" but directly in the fiction, a sudden bite of mechanic or of reality. You can see what an enemy is about to do and react accordingly as a decision point, similar to Soulslike games in feel.
- The Attachments System, inspired by Exalted 3e's Intimacies system, where social situations are driven by the Attachments of everyone involved and the leverage, manipulation, or influencing of these Attachments.
- The Enlightenment System which is a currency gained by learning new things or seeing things you're not supposed to see, and then spent when picking items, searching rooms, etc. to gain Lore about them. A mechanized version of Player Notes. The more Enlightenment you have, the stronger your connection to the unknown of Magick, but the stronger some Magicks' effect on you is too. And the more Mad you become (what is madness but sanity in an insane system?)
- Cultivations that let you learn Technicks and Magicks from the World, letting you change the world or attempt to End Violence. These come as Martial Arts or Magick Arts.

However...
- While the game itself is finished, there will be typos, grammar errors, and some balancing that we'll sort out with the game out in public.
- There'll be more dungeons and modules! There are already multiple Game Design Essays on the Patreon regarding the mechanics and system choices.
A heartfelt thank you to everyone that takes the time to check this game out. I never thought I'd be able to make something like this, I write as if I'm going to be gone tomorrow. If you're able to or would like to support me, as this game is completely free, consider checking out my Patreon! Thank you, and may your days be beautiful.
This game is actually the TTRPG for my ongoing Dark Xianxia Web Serial: God Obliterating Vajra. Check it out if you can!
Don’t be ashamed of who you are. You have the fire. You are the only one that can believe in yourself. The world will doubt you, but you are greater than the world. I am on your side.
Resolve The Contradiction.
Until all the hells are empty.
Until all beings are free.
Posted: Mon, 02 Feb 17:52:38 CST
Cultists expands the familiar robed fanatic into a full, encounter-ready hierarchy designed for 5e play. Rather than treating cultists as a single low-level threat, this supplement presents a complete ladder of believers, zealots, ritual leaders, and divine authorities—from supplicants and initiates to prophets, archpriests, and god-touched vessels—each built to fill a specific role at the table.
Whether you need disposable worshippers to fill a hidden temple, disciplined enforcers to hunt heretics, ritual specialists to anchor dangerous ceremonies, or a climactic boss empowered by dark divinity, Cultists provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing cult encounters to evolve from street-level threats into campaign-defining antagonists. Religious doctrine and patron details are kept intentionally flexible, making these cultists easy to adapt to fiendish, eldritch, false-divine, or apocalyptic faiths in any setting.
Each cultist type is designed with clear battlefield purpose, strong internal synergy, and GM-friendly abilities that emphasize authority, sacrifice, and supernatural pressure rather than raw spell lists alone. Use them as secret societies, organized insurgencies, temple hierarchies, or the backbone of a long-term cult conspiracy—the structure is provided, the faith is yours.
Each monster includes four multisided tokens: one in cult robes and one in civilian attire, with both male and female versions.
Cult Supplicant (CR 0): Newly converted believers who assist in rituals, chant prayers, and serve as witnesses or sacrifices. Poor combatants, but numerous and expendable.
Cult Initiate (CR 1/8): Minor devotees taught basic rites and forbidden doctrine. Carry holy symbols, ritual tools, and act as attendants to more powerful cultists.
Cult Acolyte (CR 1/4): Trained worshippers entrusted with minor blessings, curses, and consecrated weapons. Form the backbone of early cult defenses.
Cult Devotee (CR 1/2): Fanatical zealots whose faith grants supernatural endurance or fury. Often empowered during rituals or used as shock troops.
Cult Disciple (CR 1): Proven followers capable of channeling divine or eldritch power in small but dangerous ways. Frequently lead lesser cultists.
Cult Ritual Adept (CR 2): Specialists who conduct summoning circles, blood rites, and extended ceremonies. Their magic sustains cult strongholds and rituals.
Cult Zealot Priest (CR 3): Ordained leaders who preach doctrine and wield true divine magic. Serve as commanders of cult cells and temples.
Cult Inquisitor (CR 4): Fanatical enforcers tasked with rooting out heresy, extracting confessions, and punishing doubt through fear and coercion.
Cult High Priest (CR 5): Overseers of major temples and long-form rituals. Capable of sustaining powerful supernatural effects and commanding entire congregations.
Cult Prophet (CR 6): Chosen visionaries who receive revelations directly from the cult’s patron. Their presence warps battlefields and undermines enemy resolve.
Cult Archpriest (CR 8): Regional spiritual authorities whose influence strengthens allied cultists and weakens unbelievers. Often command multiple temples or sects.
Cult Hierophant (CR 10): Supreme mortal leader of the faith. Interprets doctrine, enforces orthodoxy, and directs cult-wide agendas and crusades.
Cult Exalted Vessel (CR 12): A mortal infused with divine or eldritch essence. No longer fully human—this being is the cult’s faith made flesh.
Compatible Products
Cultist's Tavern: A secret meeting place in the mountains for rituals and socializing.
Cultists Dungeon Lair: A cultist's lair inside a dungeon crawl.
License:
Users are granted a license to use these monster and associated assets for their personal use only via either display on a virtual tabletop gaming system (VTT) or to print them to be used for reference and/or play-aids. Any commercial use is strictly forbidden without express written permission. If you wish to use the maps and/or GM Notes in a public live-stream video of your game or in the context of a review, please contact us at support (at) mmpapps (dot) com to secure permission. The license is not transferable, and the monsters and assets may not be redistributed, resold or sub-licensed in any way.
Posted: Mon, 02 Feb 17:35:35 CST
Wealthy treasure hunter Fredrick Beaumont has gone missing, presumed dead. Making a perfect opportunity to break into his mansion and search for his vault of treasure and artifacts. Though it may not be as easy as it sounds, as the mansion is riddled with traps and something else is inside... Something wicked.
Features two creatures to terrorize the crew, a mansion full of traps and puzzles to solve.
Inspired by Alan Wake and Silent Hill.
Art by YouCanBreatheNow Games.
This work was made by humans. No AI or machine-generated works are included in this project. Supporting this project means you are supporting real human beings who have dreams, passions, & bills. Thank You.

Posted: Mon, 02 Feb 17:10:23 CST
Menagerie of Mortals: Expanded for V5 is a rich sourcebook packed with mortal adversaries, victims, and potential allies ready to be dropped directly into your Vampire: The Masquerade chronicle.
Originally released as one of the early Storytellers Vault titles for V20, Menagerie of Mortals returns in this new and expanded V5 edition, featuring 32 fully realized Adversaries with stronger backgrounds, clearer motivations, and sharper storytelling hooks than ever before, as well as 25 Victims supported by roll tables for generating quirks on the fly.
Menagerie of Mortals: Expanded for V5 gives you the tools to make the mortal world feel dangerous, personal, and alive.
Posted: Mon, 02 Feb 16:56:07 CST
"Aaaaand the winner iiiiiis.... DUKE! Whoever in the crowd tossed that monster of a man a shovel mid-fight is no doubt counting their credits with a happy grin on their face!"
Dystopian City - Fight Club (Upper VIP Lounge) - UHD4k 3840x2160 Resolution
- Animated Gridded and Gridless Map in MP4 format.
- Gridded and Gridless Map in JPG and WebP format.
- Animated map in WebM format for use with VTTs.
- Theatre-of-the-mind scene in JPG, WebP, WebM and MP4 formats.
- FoundryVTT Json Scene file for easy import.
Ideal for use in your near-future, cyberpunk, bladerunner or sci-fi TTRPG games!

Posted: Mon, 02 Feb 16:56:06 CST
"Aaaaand the winner iiiiiis.... DUKE! Whoever in the crowd tossed that monster of a man a shovel mid-fight is no doubt counting their credits with a happy grin on their face!"
Dystopian City - Fight Club (Upper VIP Lounge) - HD1080 1920x1080 Resolution
- Animated Gridded and Gridless Map in MP4 format.
- Gridded and Gridless Map in JPG and WebP format.
- Animated map in WebM format for use with VTTs.
- Theatre-of-the-mind scene in JPG, WebP, WebM and MP4 formats.
- FoundryVTT Json Scene file for easy import.
Ideal for use in your near-future, cyberpunk, bladerunner or sci-fi TTRPG games!

Posted: Mon, 02 Feb 16:44:10 CST
Cultists expands the familiar robed fanatic into a full, encounter-ready hierarchy designed for 5e play. Rather than treating cultists as a single low-level threat, this supplement presents a complete ladder of believers, zealots, ritual leaders, and divine authorities—from supplicants and initiates to prophets, archpriests, and god-touched vessels—each built to fill a specific role at the table.
Whether you need disposable worshippers to fill a hidden temple, disciplined enforcers to hunt heretics, ritual specialists to anchor dangerous ceremonies, or a climactic boss empowered by dark divinity, Cultists provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing cult encounters to evolve from street-level threats into campaign-defining antagonists. Religious doctrine and patron details are kept intentionally flexible, making these cultists easy to adapt to fiendish, eldritch, false-divine, or apocalyptic faiths in any setting.
Each cultist type is designed with clear battlefield purpose, strong internal synergy, and GM-friendly abilities that emphasize authority, sacrifice, and supernatural pressure rather than raw spell lists alone. Use them as secret societies, organized insurgencies, temple hierarchies, or the backbone of a long-term cult conspiracy—the structure is provided, the faith is yours.
Each monster includes four images/tokens: one in cult robes and one in civilian attire, with both male and female versions. Additionally, each comes with nine tokens featuring different colored rings.
Cult Supplicant (CR 0): Newly converted believers who assist in rituals, chant prayers, and serve as witnesses or sacrifices. Poor combatants, but numerous and expendable.
Cult Initiate (CR 1/8): Minor devotees taught basic rites and forbidden doctrine. Carry holy symbols, ritual tools, and act as attendants to more powerful cultists.
Cult Acolyte (CR 1/4): Trained worshippers entrusted with minor blessings, curses, and consecrated weapons. Form the backbone of early cult defenses.
Cult Devotee (CR 1/2): Fanatical zealots whose faith grants supernatural endurance or fury. Often empowered during rituals or used as shock troops.
Cult Disciple (CR 1): Proven followers capable of channeling divine or eldritch power in small but dangerous ways. Frequently lead lesser cultists.
Cult Ritual Adept (CR 2): Specialists who conduct summoning circles, blood rites, and extended ceremonies. Their magic sustains cult strongholds and rituals.
Cult Zealot Priest (CR 3): Ordained leaders who preach doctrine and wield true divine magic. Serve as commanders of cult cells and temples.
Cult Inquisitor (CR 4): Fanatical enforcers tasked with rooting out heresy, extracting confessions, and punishing doubt through fear and coercion.
Cult High Priest (CR 5): Overseers of major temples and long-form rituals. Capable of sustaining powerful supernatural effects and commanding entire congregations.
Cult Prophet (CR 6): Chosen visionaries who receive revelations directly from the cult’s patron. Their presence warps battlefields and undermines enemy resolve.
Cult Archpriest (CR 8): Regional spiritual authorities whose influence strengthens allied cultists and weakens unbelievers. Often command multiple temples or sects.
Cult Hierophant (CR 10): Supreme mortal leader of the faith. Interprets doctrine, enforces orthodoxy, and directs cult-wide agendas and crusades.
Cult Exalted Vessel (CR 12): A mortal infused with divine or eldritch essence. No longer fully human—this being is the cult’s faith made flesh.
Compatible Products
Cultist's Tavern: A secret meeting place in the mountains for rituals and socializing.
Cultists Dungeon Lair: A cultist's lair inside a dungeon crawl.
License:
Users are granted a license to use these monster and associated assets for their personal use only via either display on a virtual tabletop gaming system (VTT) or to print them to be used for reference and/or play-aids. Any commercial use is strictly forbidden without express written permission. If you wish to use the maps and/or GM Notes in a public live-stream video of your game or in the context of a review, please contact us at support (at) mmpapps (dot) com to secure permission. The license is not transferable, and the monsters and assets may not be redistributed, resold or sub-licensed in any way.
Posted: Mon, 02 Feb 16:00:19 CST
Vampire: the Masquerade Handbook is a book that presents new ideas to apply to your games in order to create even more stories that both players and storytellers may want to conceive. This book contains:
- Revised mechanics regarding banes, Disciplines and experience points
- New Clan Bane variants for each Clan
- 11 new Discipline powers and 6 Oblivion Ceremonies
- 17 new Merits and Flaws
- 10 new Loresheets related to obscure bloodlines, such as the Kiasyd, the Danava and more
Posted: Mon, 02 Feb 15:52:34 CST
| This special bundle contains the following titles: |
| Heroic Age Classes for 5e: Bronze Hoplite Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Bronze Hoplite
Across the sun-baked plains beneath towering citadels of stone, the Bronze Hoplites march in perfect rhythm — their bronze shields locked, their spears leveled, their steps beating like a war drum. They are not wandering mercenaries or lone duelists. They are the living wall that holds the line between their people and destruction.
From youth, Hoplites are drilled in the ways of disciplined warfare. Under the gaze of stern veterans and the watch of the gods, they learn to trust not only in their own strength, but in the shield beside them and the comrade behind them. Their bodies are hardened by relentless drills beneath the blazing sun; their spirits are bound by oaths sworn in sacred courtyards. On the battlefield, they do not fight as individ... | |
| Heroic Age Classes for 5e: Champion of the Gods Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Champion of the Gods
Across the lands of sun-bleached stone and storm-crowned mountains, there walk mortals who are not entirely mortal. Their names are spoken in temples, their deeds traced in sacred carvings, their destinies entwined with the will of the gods. These are the Champions of the Gods — chosen instruments of divine power, wielding blessings not for their own glory alone, but to shape the fate of kingdoms and heroes alike.
A Champion may be born beneath an omen, raised from infancy in the shadow of sacred altars. Others are chosen suddenly, plucked from the ranks of soldiers or wanderers by a vision, a voice in the night, or the descent of a sacred sign. A few seek the gods themselves, enduring trials that would break lesser mortals to earn their p... | |
| Heroic Age Classes for 5e: Chariot Warrior Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Chariot Warrior
The clatter of wheels. The thunder of hooves. A sudden flash of bronze as a spear arcs through the air. Before the line can react, the chariot is already past, leaving confusion and fear in its wake. In the Bronze Age, speed is power, and those who command the chariot command the battlefield.
The Chariot Warrior is the embodiment of mobility, precision, and status. In an age before cavalry, the chariot is the fastest thing on land—a platform of war that allows a skilled warrior to strike where the enemy least expects, flank formations, deliver devastating charges, or shield key figures with disciplined formations. These warriors are not simply riders; they are masters of balance and command, standing atop rumbling wheels with the wind in their ... | |
| Heroic Age Classes for 5e: Labyrinth Runner Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Labyrinth Runner
The world of the Bronze Age is not only shaped by open fields and seas, but by walls, corridors, and secrets. Beneath citadels and temples lie labyrinths—places of cunning design, sacred mystery, and deadly traps. Some were built to protect treasures of kings and gods. Others to test initiates in sacred rites. Still others to contain monsters born of divine whims.
In these twisting spaces, soldiers falter, priests pray, and monsters lurk. But there are some who move through the maze as if it were their home. These are the Labyrinth Runners—the quick, the clever, the silent.
Labyrinth Runners are specialists in navigating complex structures, trained to solve puzzles, disarm deadly mechanisms, and move unseen through the narrow arteries of pala... | |
| Heroic Age Classes for 5e: Mariner of Odysseus Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Mariner of Odysseus
The wine-dark sea is the great road of the age. It links citadels, islands, and distant shores — a shifting realm of trading ships, storm-born dangers, hidden harbors, and gods who wander unseen. Some cross it with fear. Others trust in their rowers and the mercy of the winds. But a few make it their home, their ally, and their weapon.
These rare individuals are known as Mariners of Odysseus. Sailors, explorers, and tricksters, they are the sharp minds and quick hands that guide vessels through treacherous waters, discover new lands, and outwit enemies on the high seas. Their strength is not brute force but cunning — a sailor’s knowledge, a wanderer’s instincts, and a trickster’s guile.
Mariners can be found anywhere the sea touches. Some ... | |
| Heroic Age Classes for 5e: Monster Slayer Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Monster Slayer
The world is not tame. Beyond the walls of citadels and the reach of kings, the wild places still belong to beasts born of gods, curses, and the restless earth. Serpent-headed chimeras stalk ravines. Hydras poison entire rivers with their breath. Winged terrors cast shadows over lonely temples. And deep in forgotten places, gorgons, boars of the mountains, and nameless horrors wait for those bold—or foolish—enough to disturb them.
When these mythic beasts rise, armies falter. Spears splinter. Priests call upon the gods for aid. And sometimes, in the songs of heroes and whispers of villages, a single mortal steps forward. A figure who has studied the signs, tracked the creature’s movements, and prepared for the day when the hunt begins.
These ra... | |
| Heroic Age Classes for 5e: Sacred Artisan Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Sacred Artisan
The world is shaped by hands as much as by swords. In the shadow of palatial walls and under the gaze of the gods, bronze blazes and stone hums in sacred workshops where human skill and divine fire meet. Here, the Sacred Artisans labor—not merely as blacksmiths, but as creators of wonders that blur the line between mortal craft and divine miracle.
Sacred Artisans are the chosen craftsmen and inventors of the Bronze Age world. Some are said to be touched by the forge-god at birth, their first cries accompanied by sparks and the ring of invisible hammers. Others train for years within temple workshops, learning the secret geometries and sacred formulas whispered through generations. A few receive their gift suddenly—in dreams, visions, or encounte... | |
| Heroic Age Classes for 5e: The Seer Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: The Seer
In a world where gods stride unseen and the threads of destiny stretch across the land like the weave of a great loom, some mortals learn to read the hidden patterns. They study the flight of sacred birds, the flicker of flames, the whisper of rivers, and the positions of stars. Their eyes pierce veils others cannot lift. Their tongues carry words that shape the fates of cities and heroes alike. These rare individuals are known as Seers.
A Seer is not a magician in the usual sense. Their power does not come from studied incantations or bargains with divine beings. It flows instead from their intimate understanding of fate, from the way they listen to the world’s omens and echo them through ritual, curse, and vision. Kings summon Seers to their c... | |
| Heroic Age Classes for 5e: Underworld Envoy Regular price: 0 Bundle price: 0 Format: PDF | Heroic Age Classes for 5e: Underworld Envoy
Between the world of the living and the dead lies a silent road, lit only by guttering torches and the eyes of the restless. Few have walked it and returned. Fewer still have learned its secrets.
The Underworld Envoy is not born to ordinary paths. Some are marked at birth, their first cries accompanied by unnatural winds or the silent gaze of spirits. Others are initiated in temple mysteries, lowered into cavernous rites where the air grows cold and the living world fades away. A rare few truly die and return, bearing the knowledge of the lands beneath the earth — the rivers, the judges, the shades, and the immutable threads of fate.
Where others see death as an ending, the Underworld Envoy knows it as a place, a language, a power. They do ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (33%) |
Posted: Mon, 02 Feb 15:37:58 CST
They were never meant to be seen. Not in banners or triumphs. Not in the long histories recited by scholars or carved into sanctified data-slabs. They exist in the margins—between orders, between wars, between the breath before a scream and the silence after. Where empires shift without knowing why, where leaders fall without a blade ever being drawn in public, where whole movements rot from the inside long before open conflict begins. You are one of them. An assassin, a spy, a shade shaped into a weapon. Trained not merely to kill, but to unmake—to remove truths, erase futures, and sever the fragile threads that bind factions together. Your masters call it balance. Others would call it terror. You have learned not to care what words are used, only that the work continues. Something has changed. Whispers move through secure channels, encoded messages repeating symbols that do not belong to any known cipher. Targets once deemed untouchable are being quietly reassigned, not for execution, but for observation. Entire operations have gone dark, their agents neither dead nor alive by any reliable measure. And beneath it all lies the suggestion of a force that is not merely hostile—but intentional, studying the same hidden paths you walk. This is not a war declared with fleets or armies. It is a war of masks and knives, of secrets folded within secrets. A war where victory is measured not in territory gained, but in catastrophes prevented—or unleashed. You are dispatched without ceremony. No coordinates are given, only objectives that contradict one another, allies whose loyalty is suspect by design, and the quiet understanding that survival is not guaranteed, nor even expected. There is a new threat moving through the unseen architecture of power. And it knows how assassins think.
__________________________
In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:



