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Posted: Wed, 11 Feb 18:07:31 CST
This file pack contains basic rules, an adventure, maps and pregenerated characters to play with Chemlight, an RPG inspired by movies, videogames and literature like Robocop, Metro 2033, Underrail and such.
What remains of humankind lives now inside the subway system of a devastated megacity, the surface not even a memory. Old megacorporations that used to rule that city now are broken and fight gang wars against each other for power, while small stations manage to put some food on the table and protection from mutated wildlife and raiders, hunting and recycling whatever they can find to live another day.
Even if death lurks in the darkness, civilization still survive, sometimes with unpredictable results, like old underground factories still in working conditions, sometimes occupied by gangs or peaceful communities, sometimes guarded by corrupted AI's and their all-purpose bots, or filled with weird mutated creatures.
Safe, civilized places now looks like candle lights in the darkness, flickering like they're about to turn off.
Posted: Wed, 11 Feb 17:56:06 CST
Prague is the fifth volume in the Asteroid Cybele series and can be combined in a campaign with the earlier volumes (especially with the long-distance transportation made possible by The Fleet.)
It details the major European community in Prague, Czech Republic, with its inhabitants and several adventure scenarios. Additional adventure scenarios expand past the immediate environs of Prague due to its importance as the cultural center of the mainland of Europe. The need to travel to the Crimea and across the Black Sea will involve use of the Fleet and there is ample opportunity for the GM to create additional encounters and adventuring along the route.
A great deal more information on Cybernetics and even more adventuring involving the possible mutations caused by The Ruin are included in the multiple adventure scenarios and Appendices found in the book.
We at FGU hope that you find Prague to be as useful and entertaining as we do and that members of your party continue to survive The Ruin.
Scott B. Bizar, Editor
Posted: Wed, 11 Feb 17:00:41 CST
Space Trucker Deck Plans is a collection of five ready-to-use starship layouts designed to drop directly into your sci-fi campaign.
Each vessel is a setting in its own right, complete with history, secrets, and atmosphere. When your players step aboard, they should feel the worn metal, smell the recycled air, and wonder what stories the bulkheads could tell.
What You Get:
- 28-page illustrated PDF with detailed descriptions, complications tables, and scenario hooks
- 5 high-resolution PNG deck plans (3456×4928 pixels) - print-quality
- System-agnostic design compatible with Mothership, Alien RPG, Traveller, Stars Without Number, and more
The Five Vessels:
- Artemis Class (Escort Destroyer): A sixty-year-old paranoid veteran bristling with obsolete systems and corporate secrets.
- Spectre Class (Scout Vessel): Brand new and fully automated. Its AI, ORACLE, exhibits behaviors not covered in the manual.
- Exodus Class (Colonial Transport): A former penal transport repurposed by a community with strange rituals and an opinionated AI named CERBERUS.
- Mule Class (Light Freighter): The classic 'bucket of bolts' with stories in every corner and a secret compartment on no official schematic.
- Goliath Class (Heavy Mining Vessel): An industrial fortress with an undocumented military past and labyrinthine corridors where people disappear.

For Each Ship:
- Multi-deck layouts with labeled zones
- Concise area descriptions - enough to guide, not constrain
- 10 ready-to-roll complications to inject instant trouble
- 3 scenario hooks for complete adventures
Stop settling for simple floor plans. These starships become stages for cargo runs gone wrong, derelict investigations, infiltrations, and psychological horror. They're tools to save prep time and create memorable sessions.
Add Space Trucker Deck Plans to your collection and always be ready for the next job.
Product Details: 28-page PDF + 5 separate high-resolution PNG files (black and white, optimized for print and VTT use)
Posted: Wed, 11 Feb 16:58:13 CST
The Watch: Law & Authority NPCs | 5e Monsters (2024 & 2014)
The Watch is a monster supplement for 5e that presents law and authority as a structured, escalating system rather than a handful of interchangeable guards. Instead of relying on a single generic “city guard” stat block, this book provides multiple interconnected ladders of legal power—from runners, patrols, and wardens to prison officials, magistrates, and realm-level justiciars—each designed to represent a specific role within a functioning justice apparatus.
The intent of this product is consequence-driven play and institutional pressure. Each role supports a distinct style of encounter: arrests, crowd control, pursuit, detention, interrogation, legal escalation, or political fallout. Jurisdictions, legal codes, and loyalties are intentionally undefined, allowing these stat blocks to represent city watches, road wardens, prison authorities, royal courts, or local magistracies in any setting. These NPCs are not obstacles to be fought and forgotten—they are tools of order, leverage, and response. How fair they are, how corrupt they’ve become, and how far their authority reaches is left entirely in the GM’s hands.
The Watch
Watch Runner (CR 0): Messenger and alarm-raiser who signals disturbances and summons reinforcements rather than engaging in combat.
Watch Recruit (CR 1/8): Newly sworn guard with basic training and limited experience, quick to call for backup when threatened.
Watch Patrol (CR 1/4): Standard city guard assigned to streets and gates, trained to restrain suspects and hold ground.
Watch Sergeant (CR 1): Veteran officer who commands patrols, coordinates responses, and stabilizes chaotic situations.
Watch Captain (CR 3): District authority responsible for investigations, warrants, and tactical oversight of watch operations.
Watch Commander (CR 6): Senior city official empowered to declare lockdowns, mobilize forces, and direct large-scale enforcement.
Road Wardens
Road Warden (CR 1/2): Independent lawkeeper who patrols highways and trade routes, skilled in tracking and traveler inspection.
Senior Warden (CR 2): Experienced frontier officer trusted to pursue fugitives across distance and coordinate field operations.
Border Marshal (CR 5): Regional authority overseeing borders and passes, capable of organizing extended manhunts and route closures.
Custodial Authority
Gaoler (CR 1/8): Jail attendant responsible for keys, cells, and prisoner supervision within local holding facilities.
Prison Guard (CR 1/4): Custodial officer trained to escort, restrain, and suppress unrest among detainees.
Iron Warder (CR 1): Hardened containment specialist assigned to dangerous or high-risk prisoners.
Chain Captain (CR 2): Officer overseeing prisoner transports and labor gangs, enforcing discipline through coordination and force.
Black Cell Warden (CR 4): Elite custodian entrusted with political prisoners and confidential detainees in secure facilities.
Legal Authority
Court Clerk (CR 0): Record-keeper who issues summons, maintains legal documentation, and supports formal proceedings.
Magistrate’s Agent (CR 1/4): Investigative officer serving warrants, gathering evidence, and executing judicial orders.
Magistrate (CR 1): Local judicial authority empowered to interpret law, conduct hearings, and authorize arrests.
Crown Justiciar (CR 2): Royal legal representative who overrides local courts and supervises major cases.
High Magistrate (CR 4): Senior judicial authority controlling courts and enforcement within a city or province.
Lord Justiciar (CR 5): Realm-level arbiter whose rulings carry sweeping legal and political consequences.
Compatible Products
These lawkeepers fit naturally into any of our Fantasy Maps.
The Road Wardens are especially suited for Wilderness Encounter Maps.
The custodial authority are especially suited for Fantasy Prison Tower.
Posted: Wed, 11 Feb 16:46:09 CST
The work never stopped—only the faces changed. Bounty boards refreshed by the hour, contracts layered atop contracts until no one remembered who had started the killing or why. Fighters drifted from skirmish to skirmish, selling skill, fear, and reputation to whoever still believed in victory. Hunters tracked names instead of people, numbers instead of souls. It was honest work, in its own way. Simple. A mark. A price. An ending. Then the bounties began to change. Targets appeared without histories—no records, no origins, no prior sightings. They didn’t run like fugitives or hide like criminals. They moved with purpose, leaving devastation behind them as collateral rather than intent. Entire crews vanished pursuing a single name. Others returned shaken, their stories fractured and inconsistent, describing enemies that bled like smoke or spoke with borrowed voices. At first, it was dismissed as exaggeration. Hunters lie. Fighters panic. Survivors always need their fear to mean something. But the payouts kept rising. Private syndicates, anonymous patrons, and shadowed authorities all posted the same marks, offering obscene sums for confirmation alone. Capture was optional. Survival was not guaranteed. The language of the contracts grew vague—neutralize, interrupt, delay. As if no one expected the threat to be ended, only slowed. Rumors spread through backchannels and armories. Of something hunting the hunters. Of dogfights where targeting systems failed moments before impact. Of firefights where enemies adapted mid-battle, learning weapons and tactics in real time. Some claimed the threat wasn’t singular, but recursive—each encounter birthing something worse. Now the bounty halls are crowded with killers who no longer trust the work, and fighters who sense that this war has no front line. Every contract taken feeds the cycle. Every victory sharpens the enemy. And somewhere in the dark between engagements, a truth waits to be claimed: This time, the bounty may be on all of you.
__________________________
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:
Posted: Wed, 11 Feb 16:09:50 CST
Humanoid Resources Dept: ARMY
36 Pre-Rolled Soldiers for 2D6 Sci-Fi RPGs
Deploy trained military professionals straight into your campaign.
This volume delivers 36 fully detailed Army characters ready for immediate play—Infantry, Cavalry, and Support personnel complete with stats, gear, service history, and connections.
Need a hardened sergeant? A grav-tank crew chief? A battlefield medic? A decorated officer?
Skip character creation. Get to the action.
What You Get
Every character includes:
• Full attribute block with modifiers
• 3–5 terms of service
• Rank and career progression
• Weapons, armor, and gear
• Complete skill list
• Allies, rivals, and enemies
• Personality notes (history, motivation, quirk)
• d66 index for instant random selection
Three characters per page. Clean layout. Table-ready design.

Perfect For
• Military campaigns
• Frontier wars and insurgencies
• Mercenary contracts
• Planetary defense forces
• Convention and pickup games
• Instant NPCs when players recruit “local muscle”
From green cadets to decorated colonels, this volume covers the full spectrum of planetary armed forces.
Designed for Speed
Built for referees who need usable NPCs immediately and players who want fully formed military characters without prep.
Compatible with 2D6 sci-fi RPG systems.
No prep. No delay. Just deploy.
📄 Includes US Letter and A4 formats.
🧑🎨❤️🤖 Cover art created by a human artist with AI assistance.
Posted: Wed, 11 Feb 15:37:06 CST

A Wedding, a Tournament, and a Region-Shaping Mystery
With the Threads of Fate, step into De Anavin, a kingdom on the edge of wilderness and intrigue. When the local Coming of Age tournament ends, will the participants rise as bold adventurers, navigating treacherous swamps, untamed forests, and contested lands? Will their choices mark them as heroes—or see them lost to the frontier forever?
Fledgling characters will face dangerous creatures, unravel hidden plots, and test their skills against rival factions and merciless enemies. The fate of the kingdom is not yet written, and the first steps toward legend begin here.
Guide your party as they forge their path, uncover plots, and decide the fate of a kingdom. The Rise of Aegis is your entry point to the epic Chronicles of Aegis: Threads of Fate.
What's Inside
- The first adventure in De Anavin for 1st-level characters growing to 4th level as the story progresses.
- Fully bookmarked PDF format for quick navigation.
- Equipment specific to the adventure that can be recovered/earned.
- An extensive collection of over 40 NPCs and enemies as well as direct references to existing creatures in other resources where applicable. Modified creatures (elite/weak) have available stats included to save time.
- Separate Player Handouts, two-page map spreads, and enemies so you can have them open without flipping between pdf pages.

Posted: Wed, 11 Feb 15:34:40 CST
The future is here! Diamond Spheres: Expanded Tinker and Silverminds is allows you to broaden your game's technological horizons.
In addition to the all new Silvermind race, a new take on a playable artificial intelligence race, this book contains a plethora of new options. Included is over 25 new tinker sphere gizmos across the new synergy talent tag and 5 new tinker themed archetypes including the rage-powered Super Soldier barbarian, mechanical combination expert Mechanical Brawler brawler, and the warden of the sacred machines, Tech Priest cleric! You'll also find 2 new prestige classes, the Cyborg and the Superintelligence, and a variety of feats and additional class options that further expand how you interact with Tinker and technology.
Whether you're looking to play a power armored warrior, a studious researcher, or become an AI curious on how to learn love and hate, these new options will give you plenty of new variety to engage with the Tinker sphere and its possibilities in your game.
This product also includes errata and updates for several existing Tinker sphere talents present in the original Tinker sphere release, Drop Dead Studios' Ultimate Engineering.
Posted: Wed, 11 Feb 15:26:30 CST
Some work doesn’t stay local.
When the Hunters Walk is a complete Frontier Affair for Saloons & Outlaws, designed to be run as a moving job—one that carries the crew downriver through tightening territory, quiet retaliation, and a final convergence where neutrality collapses.
This scenario follows directly from Bad Dogs Don’t Stay Local, but can be run on its own with minimal adjustment.
The crew takes a job heading south.
An attempt is made on their lives in broad daylight.
Accounts close around them.
Silence spreads.
And by the time they reach Southport, too many factions are already in position.
Nothing here escalates loudly—until it does.
What’s Inside
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A full Frontier Affair structured for Arbiter-led play
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Multi-stage travel pressure: New Hope → Hope Station → Little Haven → Southport
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A daylight execution attempt that makes the crew visible
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Social and economic fallout that travels faster than gunfire
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A large, asymmetric dockside shootout designed to collapse decisively
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Locked narrative intervention to prevent uncontrolled escalation or TPK
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Arbiter guidance focused on pressure, consequence, and pacing—not balance
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A full appendix of ready-to-use NPC stat blocks for all involved factions
This is not a fair fight.
It is a convergence.
Design Notes
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Written to be run, not read aloud
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Violence resolves quickly; consequences linger
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Danger does not scale to character level—confidence does
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Works best with crews who have already been noticed
Requirements
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Saloons & Outlaws (core rules required)
Posted: Wed, 11 Feb 14:54:59 CST
This is a free supplement, so I have not included it in any of the bundles.
I have long contended that the spear, the king of battlefield weapons, is short-changed in tabletop roleplaying games. I have been guilty of that myself, although this game does reflect the advantage of reach. Here are some optional rules adjustments for use with the second edition of Glory Road Roleplay that reflect another advantage that thrusting weapons have. I have been using them for awhile and they work.
Posted: Wed, 11 Feb 14:26:06 CST
Fantasia Vixens: Crowns, Cathedrals, and Collapse
Playable Archetypes for the Fantasia Vixens Roleplaying Game
“Power was never neutral.”
This is not a sequel about stronger abilities.
It is a book about systems.
Fantasia Vixens: Crowns, Cathedrals, and Collapse introduces a new gallery of playable archetypes forged from social myth, hierarchy, desire, sanctity, and control. These are not simply identities - they are pressure points inside the architecture of the world.
The Crownhuntress does not seek rulership - she hunts it.
The Market Empress does not compete - she calculates value itself.
The Halo Renegade does not rebel for spectacle - she exposes virtue as machinery.
The Cathedral Parasite does not destroy faith - she feeds on its hidden dependencies.
Each archetype embodies a structure the world pretends is natural.
Each one tests what happens when that structure pushes back.
What’s Inside:
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20+ socially charged archetypes built around mythic power dynamics, hierarchy, and systemic tension
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Distinct subtypes for every archetype, each offering philosophical divergence, mechanical variation, and tonal shift
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Warform abilities that define how institutions, markets, faith, and authority react to your presence
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Vice-driven mechanics that turn desire, isolation, dominance, devotion, and ambition into narrative leverage
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Seamless integration with the core Fantasia Vixens system - usable in campaigns, one-shots, or as disruptive inserts into existing worlds
These archetypes do not merely enter a room.
They destabilize it.
Crowns feel heavier.
Cathedrals grow watchful.
Markets fluctuate.
Oaths fray.
This volume explores what happens when identity becomes leverage - when presence alone is enough to bend structures that once seemed immovable.
Some of these warforms will tear systems down.
Some will inherit them.
Some will discover they were part of the machinery all along.
In Crowns, Cathedrals, and Collapse, power is no longer just personal.
It is systemic.
It is mythic.
And it is watching how you choose to wield it.
Pick your warform.
Step into the fracture.
And see what breaks first.
Posted: Wed, 11 Feb 14:19:36 CST
This is an adventure for Cepheus Engine.
Angelo Carratini is the new boss of bosses for the Yamaguchi Cartel. After the recent, unfortunate, assassination of his predecessor Angelo has moved up the ranks to the big boss of all. The cartel is the largest organized crime family in the Sonora sector. The cartel has tentacles that touch virtually every kind of criminal enterprise in the sector. Just before his ascension to the top rank Angelo lost his wife in another unfortunate incident. It seems that his wife was gunned down by the Sonoran Interstellar Police (SIPOL) during a raid on a smuggling facility. Her body was not returned to the family but was instead placed in a secure cryostasis facility for incorrigible criminals.
Angelo has reason to believe that her body could be revived from the dead. He is willing to pay CR 300,000 for recovery of the body and a bonus of CR 200,000 if it is returned to him within a month.




