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Posted: Wed, 22 Apr 17:02:52 CDT
En nuestro interior viven infinidad de historias. Incluso los ecos más débiles iluminan los caminos invisibles.
En Fabula Ultima, la Clase Arcanista (ver Reglamento básico, 176) permite que los personajes
moldeen su alma manifestando parcialmente el poder de un Arcano: un ser legendario
cuya memoria reside entre las estrellas o dentro de la corriente de almas, y cuyo favor
puede obtenerse demostrando afinidad con sus dominios.
Este contenido adicional ofrece 10 nuevos Arcanos de ejemplo (¡con un diseño renovado!):
los podéis usar directamente en vuestras campañas y, aún más importante, usarlos para
inspiraros en sus habilidades a la hora de diseñar Arcanos personalizados.
Estos Arcanos contienen homenajes y referencias a muchos seres y símbolos de mitologías,
folclores y obras literarias de todo el mundo. No son más que un pequeño ejemplo de
cómo la imaginería y las inspiraciones multiculturales pueden aportar más profundidad
y matices a una campaña de Fabula Ultima; dicho esto, hemos evitado deliberadamente
hacer referencia a figuras importantes de fes y cultos actuales, con la intención de evitar
representaciones desconsideradas o reduccionistas.
En términos de diseño, estos Arcanos hacen mucho hincapié en los beneficios de fusionar
más que de disipar, y en explorar estilos de juego únicos en comparación con las opciones
que se ofrecen en el Reglamento básico, que se hicieron intencionadamente más sencillas
y convencionales.
¡Esperamos que os gusten y os animamos a que experimentéis por vuestra cuenta!
Posted: Wed, 22 Apr 17:02:46 CDT
No hace falta esperar la mano perfecta. ¿De qué sirve vivir si no vives en el presente?
Los Ases de naipes usan barajas especiales para percibir las fluctuaciones constantes de la corriente de las almas. Cada baraja está íntimamente ligada a su usuario y refleja sus gustos y su personalidad: al sacar combinaciones específicas en el momento adecuado, un As de naipes manipula la energía mágica para provocar efectos sobrenaturales.
En algunos mundos, los Ases de naipes se baten en duelo entre sí usando sus barajas personales, en busca de la gloria o para obtener artefactos .
El As de naipes es una Clase Especial diseñada para Fabula Ultima. Se trata de una clase rara, tanto por sus implicaciones narrativas como por sus habilidades, así que asegúrate de comentar con todo el grupo su disponibilidad durante la campaña.
Posted: Wed, 22 Apr 15:56:40 CDT
Benvenuti in Italia, così come si presenta nel mon do di Vaesen!
Questo manuale presenta gli elementi fondamentali per ambientare i vostri misteri in Italia,
In particolare troverete:
• Introduzione
• Breve panoramica dell'Italia del XIX secolo (società, classi sociali, divisioni geografiche)
• Descrizione delle principali città italiane (con almeno un elemento misterioso per città)
• Analisi approfondita della città in cui ha sede la Società
• PNG e personaggi di spicco dell'Italia del XIX secolo
• Società e gruppi
• Luoghi misteriosi
• La Società in Italia
• 3 Nuovi archetipi
• 5 Creature – Vaesen
Posted: Wed, 22 Apr 15:56:38 CDT
Wellcome to Italy, as it appears in the world of Vaesen
• Introduction
• Brief overview of 19th-century Italy (society, social classes, geographical divisions)
• Description of the main Italian cities (with at least one mysterious element per city)
• In-depth analysis of the city where the Society is based
• NPCs and prominent figures of 19th-century Italy
• Societies and groups
• Mysterious Places
• The Society in Italy
•3 New Archetypes
• 6 Creatures from Italian Folklore
Posted: Wed, 22 Apr 15:50:26 CDT
CoC 7th 혈통의 그림자
2022년 발행한 시나리오
Posted: Wed, 22 Apr 15:40:28 CDT
The Five Points knows its own kind of violence, loud, sudden, and honest in its brutality, yet the trouble that now settles over its crooked streets carries a different scent, one of perfume and polish, for an uptown gang has stepped down into the district, not to brawl for corners but to hunt for something lost, or rather someone, a figure of importance found dead under circumstances too careful to be dismissed as chance, and so they move through the slums with quiet authority, their coats clean, their words measured, their presence unsettling in its restraint, asking questions where others would strike, offering coin where others would threaten, yet beneath their civility lies a purpose sharp as any blade, for this is not merely inquiry but vengeance delayed, and as they press deeper into the Points, stirring old resentments and new fears alike, the gangs of the district are forced into an unfamiliar position, caught between resisting an intrusion they do not understand and cooperating with a force that does not belong, while the streets themselves seem to tighten around the mystery, every alley holding a fragment, every witness guarding a piece of truth, and as you move within this uneasy convergence of class, power, and blood, it becomes clear that the answer, when found, will not end the matter but ignite it, for revenge, once given shape, rarely settles for a single life.
_____________________________
In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Wed, 22 Apr 15:40:12 CDT
The Five Points has always placed a value on a man, though never in coin so openly counted, yet that changes when they arrive, a band not of common thieves or ward bosses but of hunters who carry warrants instead of grudges and ledgers instead of loyalties, posting notices on cracked walls and tavern doors that name prices for flesh and freedom alike, and for a time the district watches with a wary curiosity, for the idea of profit without feud holds a certain appeal, as old enemies are delivered bound rather than buried and long-avoided debts are settled with quiet efficiency, yet the presence of these bounty hunters alters the balance in ways not immediately seen, as trust erodes, suspicion spreads, and every face becomes a potential informant, while the hunters themselves move with a confidence that suggests more than mere opportunity, as though their purpose lies deeper than the coin they claim, and whispers begin to take hold that the names they pursue are not chosen at random, that their lists are shaped by unseen hands, guiding them not toward justice but toward something more deliberate, more dangerous, and as the streets tighten under this new order of capture and consequence, you find yourself drawn into a game where the hunted and the hunter may not be so easily distinguished, and where the final truth behind the bounties threatens to reveal that the greatest prize was never the men taken, but the power gained by deciding who was worth the taking.
_____________________________
In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Wed, 22 Apr 14:48:51 CDT
Intoxicated On Rum Island
This one-shot & stand-alone role-playing adventure module can accommodate between 1-6 adventurers.
It is an introduction to one of the many islands contained in Bali-Hai -- a Pop-Polynesian demiplane that mirrors our own reality in many ways.
Herein, adventurers will explore Rum Island, home to pirates, zombies, and rum devils who sometimes appear in the form of seductive succubi.
But all of it may go up in a BANG if you and the rest of your party cannot find a way to stop the island's volcano from exploding.
It may require a sacrifice...or the proper application of strength and cunning.
The adventure awaits and the choices are up to you.
Included in the Download:
A detailed 133 page PDF adventure module with art, stat blocks, world building lore for the demiplane of Bali Hai, encounters, maps, treasure, and much more.
This adventure is intended as a first foray into the world of Bali Hai and more are planned, although it may be integrated as a one-shot as well. I hope you enjoy it and happy sailing!
And each adventure comes with some great recipes for "Cocktail Potions" you can make in the game as well as in real life!
Posted: Wed, 22 Apr 14:47:52 CDT
CHARACTERS ARE NOT PEOPLE.
A real person is an impossibly complicated thing, full of contradictions that don't resolve, behaviors that don't trace back to any one cause, and entire dimensions to their inner life that they themselves don't have access to, much less those around them.
A character is an exploration of one specific slice of the human heart, something much simpler and, because of that, easier to empathize with and more useful for the purpose of telling a story.
The engine of any story worth experiencing is the tension between what they want and what they need, and every Scene in that story should in some way or another put pressure on their false beliefs.
"STORIES ARE THE CREATIVE CONVERSION OF LIFE ITSELF INTO A MORE POWERFUL, CLEARER, MORE MEANINGFUL EXPERIENCE. THEY ARE THE CURRENCY OF HUMAN CONTACT." — Robert McKee
What this system is
animus is a setting-agnostic roleplaying engine that supports character-driven play in any genre. It supports different types of character arcs, including positive, negative, flat, or unchanged outcomes, and it creates ongoing pressure where change can happen through play. It functions as a standalone game, but it is designed mainly as a system that can be applied to other settings and structures, especially those that involve characters in risky or unstable situations.
What this system does
Each player creates a character defined by a formative experience and the beliefs, desires, and unresolved issues that come from it. Play introduces situations that apply pressure to those elements through concrete events, including physical danger, social conflict, or environmental challenges. The system links those internal elements to mechanics, so they affect choices, outcomes, and progression during play. Players gain progression by engaging with those elements during situations where their character is tested, whether the character changes, stays consistent, or moves in a negative direction.
What this system isn’t
The system does not separate character development from action, since both happen at the same time through the same events. Use it only if your table intends on building stones that build and challenge their characters. The system connects external action and internal character elements, so any form of play, including combat, exploration, or social scenes, can affect a character's development when those situations force meaningful decisions. It works with structures like dungeon crawling or investigation, as long as those situations place the character in positions where their beliefs, goals, or limits influence what they do.
Posted: Wed, 22 Apr 14:44:48 CDT
The servants of Adkiragh, god of GORE! and EVIL! have been constructing their peasant-grinding machinery as an experiment in spellburn. This dungeon contains the penultimate prototype for a device meant to sacrifice others to power the spell effects of their mysterious master known only as the Space Wizard. The cultists have been using peasants to build and fuel a rocket to transport them to the High Fortress of the Space Wizard, and it is nearly ready.
A second level adventure for Dungeon Crawl Classics. Part 1 of a 2-part series, "Against the Space Wizard".
Posted: Wed, 22 Apr 14:33:40 CDT
It’s the Degoya county garage sale weekend! People from all over the county head into Deep Lake to find deals and one person is looking to unload a curse if only someone will take it. Whatever it takes to make the nightmares stop.
This mystery features 3 Locations (with Sub locations - including a TV Odyssey Watching Location), 6 new Side Characters, 9 chilling moments, and 20 Clues.
This product is not associated with Jason Cordova or Gauntlet Publishing, but it is published with their permission.
Posted: Wed, 22 Apr 14:33:00 CDT
Running From Your Nightmares
A Mothership-Compatible Sci-Fi Horror One-Shot
Tigera Colony was supposed to be a bastion of freedom from against corporate tyranny. Small time free traders banded together to start something great on the jungle planet of Jalus.
When Miracle Pharmaceuticals found out about Jalus and its lush flora, they contracted Chimera Elite Solutions to send one of their psychic soldiers to wipe them out.
The job was supposed to be quiet, no one was supposed to know NH-66 was ever there, but they did and sent out an emergency beacon before they were all killed.
Now CES has declared NH-66 has gone AWOL and has contracted a crew to take her out to save face.
Running From Your Nightmares is a two-page sci-fi horror scenario designed as a point crawl on a destroyed jungle planet colony. The crew track and kill NH-66, but as they hunt her down, she hunts them down one by one..
In this scenario you will find:
- A compact two-page table-ready layout
- Nightmare Manifestations table: NH-66 uses psychic nightmares against the crew!
- Randomized item table to make the hunt for NH-66 feel more dynamic
- Colony map with important information for The Warden
- Player facing map for easy use at the table
This scenario is perfect for a one-shot or for a side mission for crews needing some quick credits.
Compatible with Mothership roleplaying game.
If you enjoyed this scenario, check out another one of my adventures!
And please consider leaving a review if you enjoy my work!



