Player characters visit a lot of different places and we don't see every minute of their time "on screen" during the game. Is it strange to imagine that they're getting tangled up in romantic (or casual) relationships?
This short document has a few tables for you to roll on to create exes to add in the game. Whether you're a player who wants to see what broken hearts your PC has left behind, or a... [click here for more]
This eBook will help guide you on the different topics to improve your hobby skills from building miniatures, painting them to a level you are happy, and how to showcase them online. While I focus on gothic sci-fi miniatures, you can use the tips in this book for figures for wargaming, tabletop games, RPG, scale models, or really any other plastic miniature.
This is the first book in the Beginner... [click here for more]
Oh, the lowly d4! Second in derision only to the d12 (and those imaginary dice the d3 and d5. Pfah!). Now these oft maligned dice, known to many as caltrops, have two games designed just for them. Caltrops is a small supplement featuring two dice games as played by the warrior goblins of Tufartu Reach. One game is in the push-your-luck style, and the other is a betting game. Caltrops... [click here for more]
Are you a GM that is always fearful of killing a player and stopping the story and ruining the fun?
Or are you a killer GM that runs havoc upon your characters and makes your players bring three back-ups at each session?
This booklet aims to serve as a guide for handling an important part of your games: Death of the characters. People use to think that getting to 0 hp and biting the dust is the... [click here for more]
Ekron RPG is a new Multiverse gaming Roleplaying Game. Where we need to choose kingdoms and factions, although Futures to fight with mechanics.
The war within came since 2012 until 3045 but the Worlds are ruined. Federations gone and lost. It must be found a new way to seek peace at Federation Momma.
This is for customers. ... [click here for more]
Villains are the most memorable part of a campaign, other than the Player Characters. Making a good villain is harder for a tabletop than it is for a novel, for example, because every hero and his enemy must choose each other. This booklet aims to give new GMs a bit of a head-start in the art of villainy, and to show that in a tabletop, you must not only know who your Big Bad is as a character,... [click here for more]