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Posted: Tue, 09 Dec 14:27:10 CST
Federation Times is the periodical supporting FSpace Publications products, including FSpaceRPG, FED RPG, TayanaRPG, Far Encounters, Far Frontiers, SeaLion Supremacy and tabletop gaming products.
This issue includes the following articles:
- Publishing changes due to AI
- Aratani agents on Earth during the Middle Ages
- Basic armour specs for F-Files Crossbows
- A Crossbows campaign character
- The Rounaxk
- The OGL and FED/FSpaceRPG development and launch
- Armed weapons in the British armed services
- Mercury RDV
- Scenario concept: When life waits for rain
- The future of tyres
- Forerunner techno signatures
- Low population worlds with high technology
- Zebrea outpost
- Coalition alien profile on Kuetques
- Project GEMMa
Posted: Tue, 09 Dec 14:18:22 CST
London's new Underground line has finally opened...
and people have begun to go missing at Tottenham Court Road.

Strange disappearances, esoteric architecture, and buried secrets combine in this system-neutral horror scenario for tabletop roleplaying games, set in modern London.
TERMINUS is an investigative horror scenario, with a hint of Lovecraftian mythos, set around the opening of the Elizabeth line in May 2022.
Much of the action takes place in and around Tottenham Court Road, inspired by its peculiar geometries and troubling mosaic artworks. Other key locations are scattered across London, and the narrative draws on the weird but true history of the city.
TERMINUS is intended to run in 1–2 sessions and with a variety of systems. Suggested frames for player groups and notes on scenario structure are included.
TERMINUS comprises 60 pages, featuring original artwork, and comes with a digital collection of:
- Two maps, to use as player handouts.
- Key artworks, which can also be used as player handouts.
- Images for use as VTT backgrounds.
- A link to location reference photos.
- A link to a custom game soundtrack, created by Sail.
- Links to genuine archaeology reports, which can be used as player handouts.
Hard copies of TERMINUS are available through Patchwork Fez Games.
TERMINUS is part of This Blighted Isle – a series of system-flexible horror scenarios set in modern Britain.
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Note: TERMINUS is not affiliated with Transport for London, the London Underground, the Paolozzi Foundation, the Museum of London Docklands, St Patrick's Church, or any organisation that bears a resemblance to entities appearing in this narrative.
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A map handout.

A sample spread. Note: Contains spoilers!
Posted: Tue, 09 Dec 14:15:14 CST
Survive. Believe. Become.
Magayon na Isla is a tabletop roleplaying game of survival, spirits, and shared belief set in a beautifully haunted archipelago inspired by Philippine folklore and culture. You are survivors—refugees, exiles, the displaced—who have washed ashore on an island that is as alive as it is ancient. Here, the spirits watch from the groves, the dead walk the old roads, and the land itself responds to how you treat it.
This is not a game about conquest. It is a game about becoming—becoming neighbors to the spirits, keepers of thresholds, and builders of community in a place where respect is survival and belief is power.
What Makes Magayon na Isla Different?
Belief-Driven Play
Your convictions are not background—they are the engine of the game. What you hold sacred, what you are willing to sacrifice, and how you honor (or break) your promises will shape every choice you make. Earn Belief Points by acting on your values at cost, and spend them to turn the tide when it matters most.
Culture as Mechanics
Etiquette is a tactic. Offerings are leverage. Taboos have teeth. Respectful greetings ("tabi-tabi po"), proper threshold rites, and careful reciprocity with spirits can grant you mechanical advantages—or doom you if ignored. This isn't flavor text; it's how the world works.
Horror with Hope
Face vengeful ghosts, shape-shifting predators, and fey courts that trade in time and names—but never without the warmth of shared rice, a song that steadies the night, or the quiet strength of a neighbor who stands beside you. Fear sharpens empathy here; it doesn't replace it.
A Living Settlement
Build and protect a community that breathes. Track Resources, Morale, Defense, and Spirit Favor through seasonal turns. Your choices—what you build, who you shelter, which spirits you honor—will determine whether your village thrives, endures, or falls.
Simple, Consequential Rules
Roll 2d6 + Attribute + Skill. Meet the target number for a partial success (with a cost). Exceed it for a clean win. Roll high for a critical triumph. Snake eyes? A meaningful reversal that moves the story forward. No stat bloat. No grinding. Just clear stakes, hard choices, and fiction that matters.
Respectful Folklore
Drawn from Philippine myths, legends, and traditions—Tagalog, Bicolano, and beyond—Magayon na Isla honors the living cultures it represents. Spirits like the diwata, kapre, and tikbalang are not obstacles—they are neighbors with needs, boundaries, and stories. Creatures like the aswang and manananggal are dangerous, yes—but they can be outwitted, appeased, or driven off when you learn the right counters.
Inside This Book
- Complete Core Rules: Attributes, Skills, Belief Points, Fear and Stress, and a unified resolution system that keeps play fast and meaningful.
- Six Archetypes: Play a Babaylan (spirit-weaver), Mandirigma (warrior-protector), Tala-Manunulat (lorekeeper), Manggagamot (healer), or more—each with unique moves and cultural depth.
- Magic Systems: Spirit-Weaving (communal rites), Hexcraft (shadow-work with a price), and Spirit Parley (negotiation with the unseen).
- Settlement Engine: Build, defend, and nurture a living village through seasonal turns, projects, events, and spirit boons.
- Bestiary: 11 creatures and spirits with folklore-accurate counters, behaviors, and belief hooks. Every encounter presses a conviction and offers multiple solutions.
- Ready-to-Play Starter Adventure: The First Arrival teaches the game's heart in 2–3 sessions—threshold etiquette, belief-driven choices, and the first rite that turns strangers into a community.
- GM Tools: Quick reference sheets, random tables, NPC generators, session prep worksheets, and safety guidance for running horror with care.
- Cultural Glossary: Tagalog and Bicolano terms, pronunciation guide, and a bibliography for deeper, respectful engagement.
Who Is This For?
- Players who want their beliefs to matter mechanically.
- Tables seeking horror that doesn't numb, but sharpens care and connection.
- GMs who want a system that rewards cultural literacy, clever play, and community-building.
- Anyone drawn to folklore treated as living knowledge, not just set dressing.
- Fans of games like Blades in the Dark, The Wildsea, Wicked Ones, or Grandpa's Table—fiction-first, high-stakes, emotionally resonant play.
Tabi-tabi po. Welcome to Magayon.
The island is waiting. Will you greet it with respect? Will you honor the dead and learn the old ways? Will you build a home worth protecting?
Your beliefs will be tested. Your choices will have weight. And at the end of every storm, you will close with embers—small moments of warmth, grace, and humanity that remind you why you fight.
Step carefully. Offer what you can. The spirits are watching.
Magayon na Isla — A game of survival, spirits, and shared belief.
Posted: Tue, 09 Dec 14:09:23 CST
Découvrez Vault of the Nameless avec ce Start Pack conçu pour vous faire jouer en quelques minutes. Pas besoin de lire un livre de règles complet : téléchargez, préparez quelques figurines… et ouvrez la première porte du donjon.
Dans ce document de démo, vous allez explorer un mini-scénario solo avec génération procédurale des salles et comportement automatisé des ennemis. Chaque pièce que vous révélez est différente : coffres, monstres, couloirs, portes cachées… rien n’est scripté, tout est déterminé par vos jets de dés.
Ce que vous allez trouver dans le Start Pack :
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Un scénario introductif prêt à jouer
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Une compagnie d’aventuriers pré-construite
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Un système de génération de donjon rapide
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Des règles simplifiées
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Une IA intuitive pour gérer les adversaires
Ce dont vous avez besoin pour jouer :
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Quelques figurines (héros + monstres)
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Un donjon modulable (tuiles ou décors 3D)
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Des D20 et D10
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Un mètre ruban
Installez le Grand Hall, choisissez une porte, lancez quelques dés… et laissez Morneterre décider de votre destin.
Pourquoi essayer ?
1. Parties rapides (20–40 min)
Parfaites pour tester l’univers et les mécaniques, sans préparation.
2. Procédural, pas répétitif
Chaque nouvelle pièce est générée aléatoirement, avec de nouveaux dangers.
3. Solo ultra fluide
Les ennemis réagissent automatiquement selon leur profil. Pas de gestion compliquée.
4. Un aperçu du jeu complet
Ce Start Pack condense les règles principales pour vous présenter brièvement le coeur de Vault of the Nameless.
Si vous appréciez cette démo, sachez que les versions physiques complètes sont disponibles sur le site internet d'Obsidian Chronicles, incluant campagnes narratives, monstres uniques, objets magiques, boss, salles spécifiques et modules avancés.
Téléchargez le Start Pack gratuitement et commencez votre première exploration.
Votre aventure en Morneterre commence ici.
Posted: Tue, 09 Dec 13:58:16 CST
Witchlight City: Freelancers
Witchlight City runs on caffeine, questionable potions, half-functional wards, and gig workers who will do anything for a half-decent tip.
That’s you.
Witchlight City: Freelancers is a solo urban-fantasy RPG about the magical gig economy—delivering cursed packages, escorting panicking spirits, wrangling runaway familiars, translating cryptic fae messages, and doing your best not to impress Arcane Affairs “too much.”
No dice. No math. No stress.
Just narrative prompts, weird jobs, and the chaotic beauty of a city that reacts to everything you do.
Inside you’ll find:
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A flavorful job system designed for wild magical days
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d66 fast-play jobs, complications, and escalations
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NPC, spirit, and familiar generators for instant storytelling
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A chapter devoted to character arcs and personal growth
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A full home-building section that ties your story into a neighborhood
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Cozy downtime scenes and end-of-day rituals
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Infinite replayability
If you want a game where the world is magical, the stakes are personal, and every job leads to a new story, welcome to Witchlight City.
Clock in.
Take the gig.
Survive the magic.
Try to get paid.
Posted: Tue, 09 Dec 13:56:36 CST
LACRIME MUNDI: IL TUO INCUBO È REALE
QUANTO VALE LA TUA UMANITÀ QUANDO TUTTO È CADUTO?
La civiltà è morta. Le città sono diventate trappole di carne in decomposizione, dominate da un'infestazione che non dorme mai. Ma il vero orrore non è negli Infetti che ti danno la caccia: è nella scelta che devi affrontare tra la tua sopravvivenza e la tua anima.
LACRIME MUNDI è un Gioco di Ruolo Survival Horror brutale e senza compromessi, progettato per mettere alla prova i limiti fisici e psicologici del tuo Personaggio Giocante (PG) fino al punto di rottura.
Dimentica le scorte infinite e l'eroismo facile. Qui, ogni singola razione conta, ogni cartuccia è un lusso e l'acqua contaminata è un rischio mortale. La vittoria è vivere un altro giorno.
IL SISTEMA DEI SEI PARAMETRI VITALI
Il nucleo di Lacrime Mundi è un sistema di gestione del danno e dello stress spietato, costruito attorno a Sei Parametri Vitali.
Ferita, Infezione, Fame, Sete, Affaticamento e Sanità Mentale: sono tutti concatenati. Ignorare il crollo di uno significa accelerare il collasso di tutti gli altri, trasformando un semplice viaggio in una marcia funebre.
- Logistica spietata: La tua capacità di carico è limitata. Devi scegliere cosa portare e cosa lasciare.
- Orrore psicologico: La tua Sanità Mentale si erode ad ogni trauma, spingendoti verso la psicosi, la paranoia e il cannibalismo.
Non sei un eroe. Sei un sopravvissuto. Affronta l'oscurità, gestisci il tuo zaino fino all'ultima tasca e impara a diffidare degli altri quanto degli Infetti.
Benvenuto nel tuo incubo. Riuscirai a mantenere la tua umanità quando il mondo non lo farà?
Posted: Tue, 09 Dec 13:39:36 CST
The Frostlight Trials
A DaggerHeart RPG One-Shot at Durnvail’s Winter Festival
Durnvail is a steampunk-magical coastal city where brass bridges span frozen canals and dragons circle above the sea fog.
Each winter the guilds compete for the Frostlight Garland — a celebration of invention, courage, and forgotten covenants buried beneath the ice.
This book provides a complete one-shot adventure for Daggerheart, ready for quick setup and cinematic play.
It can stand alone or serve as an introduction to the wider RealmCraft: Siralune setting.
Includes:
Five linked scenes from snowball melees to the mythic Luminara Dance
- Guidance for using Daggerheart’s fear, duality-dice, and Frostlight mechanics
- Pre-made level-1 characters for immediate play
- Optional festival encounters and a dragon-rider finale
- Hooks for continued stories across Durnvail
Ideal for:
- Game Masters introducing DaggerHeart to new players
- Convention or seasonal sessions lasting two to five hours
- Groups exploring collaborative, story-driven play
An Turas RealmCraft
Forging Realms. Igniting Imagination.
Artisan worlds and adventures crafted for story-driven play.
Posted: Tue, 09 Dec 13:39:05 CST
Apocalipsis es un juego de rol de mesa ambientado en un mundo postapocaliptico, donde la supervivencia, la fe y el conflicto moldean cada historia. Fue escrito en el año 1998 y recien ahora editado. Incluye creacion de personajes, reglas completas y ambientacion abierta.
Posted: Tue, 09 Dec 13:38:22 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Tue, 09 Dec 13:36:33 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Tue, 09 Dec 13:34:57 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Tue, 09 Dec 13:20:16 CST
The station hangs before you like a severed limb of some forgotten titan—adrift, lightless, turning on an axis not its own. Its hull is a mosaic of ruptured plating and blackened scars, as though it survived a fire that never burned with flame. At this distance it resembles a mausoleum suspended in the void, awaiting the one fool willing to pry open its tomb-sealed doors. A faint signal pulses from deep within its irradiated heart. Not a distress beacon—something older, more deliberate. It calls with a slow rhythm, like the final beats of a dying star. Your instruments cannot translate it; the cadence is wrong, the pitch fractal, as though it carries layers submerged beneath layers, each whispering a contradiction of the last. Docking clamps groan as your vessel latches onto the abandoned airlock. The outer door shivers open, revealing only darkness—thick, oppressive, as though aware of your presence. The air tastes metallic, as if the station itself is rusting from within. Your exosuit’s lantern flickers, struggling against the void’s quiet hunger. You feel watched. Not by cameras or drones, but by the corridors themselves—as if the metal remembers, and the memory is hostile. Yet you must descend, for the answers you seek—whatever their shape—are bound to the station’s buried core. They wait in its ruptured decks, in forgotten laboratories, in vaults sealed not by logic, but by fear. What you uncover here will not merely shape your fate; it will whisper into the marrow of your future. But beware—things long abandoned sometimes resent being found. And in these hollow chambers, echoes are rarely empty.
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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:



