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Paranoia Forms Pack

Paranoia Forms Pack


Citizen! Fill out this mandatory fun form immediately. Failure to complete this form promptly may result in unspecified formal form sanctions, including reassignment to form checking, cranial deformation, or more forms. I LOVE FORMS FOR [  ] Accusing people of treason [  ] Claiming backdated XP points [  ] Reporting Coretech issues including buzzing in ears, hallucinations, a large pink umbrella,...   [click here for more]
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Paranoia Games Master's Screen

Paranoia Games Master's Screen


Hi, PARANOIA Gamemaster! We include a 24-page booklet as a cool bonus with the fine PARANOIA Gamemaster Screen, because it's hard to sell GM screens for roleplaying games nowadays without a cool bonus booklet. (Really, what can you say to sell a GM screen by itself? 'It has charts from the rulebook! It stands up! Guaranteed opaque at visible wavelengths!') This booklet's super-fine must-have centerpiece...   [click here for more]
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Paranoia Interactive Screen

Paranoia Interactive Screen


Who wants a normal, boring old GM's screen, eh? This is Paranoia, you lucky Troubleshooter! In this game, you get an Interactive Screen! What is an Interactive Screen you ask? Well, strictly speaking, the answer is above your security clearance, but you can take a look at the screen at least. You are cleared for that. Probably. See how the players' side is covered with lots of options to try out....   [click here for more]
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Perfectly Safe Gear

Perfectly Safe Gear


TROUBLESHOOTERS! Your trusty laser pistol is not the only piece of equipment you’ll need to fight terrorists and survive. (Well, mostly survive.) That’s why you need this Perfectly Safe Gear! Just remember that you are responsible for the care of all assigned equipment. XP Point charges may apply for wear-and-tear, theft, loss, improper use, improper handling, improper storing or destruction....   [click here for more]
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Pirates of Drinax: Friends in Dry Places

Pirates of Drinax: Friends in Dry Places


The world of Kteiroa is the largest ihatei camp in the subsector, located just two parsecs form Drinax. Since eradicating this potential threat is not a viable option, the only course of action is to foster friendly relations. The usual trade-and-gifts approach is out of the question; ihatei respect strength and daring far more than wealth and largesse. The Travellers must impress their...   [click here for more]
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Pirates of Drinax: Gods of Marduk

Pirates of Drinax: Gods of Marduk


The Travellers are hired by an eminent anthropologist to prove that local legends of ‘sea gods’ are true. This requires a descent into the depths of the world’s oceans as well as an investigation of what seems to be a mysterious ancient temple. Along the way, the Travellers much contend with hostile islanders and harsh weather before deciding whether their conclusions should be released at all....   [click here for more]
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Pirates of Drinax: Harrier class Commerce Raider

Pirates of Drinax: Harrier class Commerce Raider


The Harrier-class commerce raider is the starship used in the Pirates of Drinax epic campaign. It is loaned to the Travellers by King Oleb of Drinax as both a means of transportation and instrument of policy. Although the ship is advanced, it is in poor condition due to age and long years of neglect. Repairing and perhaps upgrading the Harrier is likely to be an important goal...   [click here for more]
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Pirates of Drinax: Liberty Port

Pirates of Drinax: Liberty Port


The people of Sperle are more or less dominated by the General Development Corporation, and are weary of it. They turn to the Travellers to help them create a route for commerce – some would call it smuggling – that bypasses the GeDeCo-controlled starport. Setting up a smuggling route is one thing, but ensuring it is not eradicated by GeDeCo security personnel is quite another. Eventually, the...   [click here for more]
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Pirates of Drinax: Lions of Thebus

Pirates of Drinax: Lions of Thebus


The Travellers are engaged by an Aslan lord to rescue his missing son Ftahteas from the world of Thebus. Ftahteas has fallen victim to local conditions and is in grave distress, not least since he is being hunted by Aslan-hating humans who intend to claim they mistook Ftahteas and his followers for local wildlife. The rescue attempt leads the Travellers to one of the old cities of Thebus, bombed but...   [click here for more]
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Pirates of Drinax: Revolution on Acrid

Pirates of Drinax: Revolution on Acrid


The workers on Acrid are on the brink of revolution against the Pax Rulin Quartermasters (PRQ) megacorporation. Downtrodden, trapped into unfair contracts that make it impossible to get offworld, the workers have tried all other means and now have one last, desperate chance at a better life. They hope to gain control of their world and become, in effect, an independent state. That is no small feat,...   [click here for more]
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Pirates of Drinax: Ship Encounters

Pirates of Drinax: Ship Encounters


Ship Encounters presents a series of detailed ship encounters complete with mission, cargo and backstory. These ships can be used as repeat encounters in a starfaring campaign, or potential targets for pirates. Travellers who rescue a ship from attack might want to know who they have saved and what they were carrying; Travellers who are the attackers will definitely want to know what they have...   [click here for more]
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Pirates of Drinax: The Cordan Conflict

Pirates of Drinax: The Cordan Conflict


Cordan in Borderlands subsector is potentially a rich world, and a real prize for whoever controls it. Baroness Lux intends it to be her, but she has powerful rivals who must be eliminated or sufficiently reduced in power that they cannot challenge her dominance. Unable to act directly, the baroness engages the Travellers to cause trouble for her rivals, resulting in a small but nasty civil war. The...   [click here for more]
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Pirates of Drinax: The Torpol Cluster

Pirates of Drinax: The Torpol Cluster


This mini-series details the worlds of Trojan Reach sector that might be visited during the Pirates of Drinax campaign. The material in this book is set in Sindal Subsector of the Third Imperium universe, but can be easily transplanted to other regions or any game setting that follows the general standards and assumptions of the Third Imperium. The Torpol Cluster is the name given to three worlds...   [click here for more]
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Pirates of Drinax: Theev

Pirates of Drinax: Theev


The Theev Cluster is notorious as a ‘piracy hotspot’ and has been swept on many occasions by the Imperial Navy. Naval vessels are deployed to the cluster on a not too-infrequent basis; all the while, pirates and smugglers enjoy huge freedoms, subject only to the Pirate Lords of Theev. This supplement is perfect to flesh out encounters upon Theev in the Pirates of Drinax campaign, or for any...   [click here for more]
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Planets of the Universe - Xothan

Planets of the Universe - Xothan


Planets of the Universe presents you interesting places for your players to discover. You will get a short Overview of the Planet, its society, some Plothooks, People of Interest and more. You can use this for all Sci-Fi and Space-RPGs, such as Stars without Number or Starfinder. Xothan is a planet covered by a tropical jungle and inhabitated by large, lizard-like creatures. What mysteries might...   [click here for more]
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Planets of the Universe - Za'um

Planets of the Universe - Za'um


Planets of the Universe presents you interesting places for your players to discover. You will get a short Overview of the Planet, its society, some Plothooks, People of Interest and more. You can use this for all Sci-Fi and Space-RPGs, such as Stars without Number or Starfinder. Za'um is a icy planet, with strange natives and a lot to discover. ...   [click here for more]
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Prelude to War: Player's Guide

Prelude to War: Player's Guide


Heroes Wanted Chaos and dissent spread through the Foreven Sector like wildfire. Innocent (and sometimes not-so-innocent) lives are swept up in the wake of the conflict, and only your Travellers can protect them. But who is sowing these seeds of rebellion and violence? Someone must cut the strings before the puppet masters succeed at whatever dark machinations they are plotting. Are...   [click here for more]
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Prelude to War: State of Chaos

Prelude to War: State of Chaos


Long Live the Monarchy Ms. Klein assigns the travellers to extract seven people from the Torres Monarchy, a region of Alespron Subsector engulfed in a bloody civil war. Here the characters can see for themselves what kind of havoc SORAG can cause if left unchecked. To make matters worse, Zhodani warships are attempting to pacify the more rebellious worlds, only serving to make the...   [click here for more]
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Prelude to War: The Rose of Death

Prelude to War: The Rose of Death


A Plague of Roses When bacterial geneticist Dr. Rose is captured by a rebel group with murderous intent, it falls to your travellers to infiltrate their secret base and rescue her. Along the way, they must also intercept a weapons shipment bound for the rebels and deceive their contact within the organization. All the while, millions of lives hang in the balance. Can the travellers...   [click here for more]
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Printable Weapon Sheet

Printable Weapon Sheet


An A6 sized printable weapon card/sheet for Mongoose Traveller v2. Players/GM's can keep weapon stats on separately, and can be easily swapped between players. ...   [click here for more]
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Project Bayern

Project Bayern


The Pleiades have long been a source of wonder and inspiration to humans who observed them in the fall and winter skies of Earth. Project Bayern provides an immense amount of source material for the 2300AD Referee, detailing the historic flight of the starship Bayern as it leaves human space to cross more than 450 light-years of unexplored territory before reaching...   [click here for more]
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Project Infinite Hole

Project Infinite Hole


Troubleshooters! Do you like weird, risky experiments? (Yes!) Do you like testing devices that could leave behind a smoking crater if you use it wrong? (Uh, yes?) Do you like taking the blame for design mistakes, production errors, structural damage and enough deaths that genocide-ish is now a term? (Can I say anything other than yes? Ah, that laser pistol answered my question. Very yes!)  ...   [click here for more]
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Quick Ship File: Kinunir Class Vanguard Cruiser

Quick Ship File: Kinunir Class Vanguard Cruiser


This book is for the Second Edition of Traveller by Mongoose, though it should be compatible with any other edition The Kinunir class ship was originally envisaged as a Colonial Cruiser, intended to be an all-purpose vessel operating along the borders of Imperial Space. Powerful enough to see off local trouble, and fast enough to be able to avoid more powerful vessels. The ship is fitted with multiple...   [click here for more]
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R&D Experimental Equipment Release Forms Pack

R&D Experimental Equipment Release Forms Pack


This is a handy pad of tearaway forms specially designed to get your Troubleshooters into the maximum amount of trouble whenever they 'accept' items to test from R&D.  Double their problems immediately by holding them to account with their own words!  Contains 50 forms, ready for play. ...   [click here for more]
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Random Classic Traveller Dice tables

Random Classic Traveller Dice tables


This booklet contains random number tables. In this case a mix of 2d6 and the less common 1d6 rolls. There are times as a Game Master when you want to make a observation check or a skill roll but at the same time you do not necessarily want to alert your players. Maybe you are running a mass battle and you just want to speed things up. Maybe you are not in a position to take out your dice and you need...   [click here for more]
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Reach Adventure 1: Marooned on Marduk

Reach Adventure 1: Marooned on Marduk


Set in the Sindal Subsector featured in the recently released Traveller Core Rulebook, Marooned on Marduk is the perfect introduction to the Trojan Reach and the new edition of Traveller. The Travellers' shuttle to Marduk is damaged during an attack by raiders, forcing it to crash-land far from civilisation. With night falling and little prospect of immediate rescue the...   [click here for more]
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Reach Adventure 2: Theories of Everything

Reach Adventure 2: Theories of Everything


Set in the Sindal Subsector featured in the recently released Core Rulebook, Theories of Everything is an exciting and memorable adventure set in the Trojan Reach. In Reach Adventure 2: Theories of Everything the Travellers are hired as crew and research assistants aboard the laboratory vessel Insight III. The ship is owned by a cooperative of scientists working in a cross-discipline environment...   [click here for more]
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Reach Adventure 3: The Calixcuel Incident

Reach Adventure 3: The Calixcuel Incident


In The Calixcuel Incident, the Travellers are visiting an underwater city when a disaster causes it to begin leaking. Amid the chaos, they discover they have the means to save the entire city, if they can only reach and start the auxiliary reactor. However, the reactor is located in a secure bunker on the seabed, separate from the city, and between the Travellers and their destination...   [click here for more]
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Reach Adventure 4: Last Flight of the Amuar

Reach Adventure 4: Last Flight of the Amuar


In Reach Adventure 4: Last Flight of the Amuar, a Leviathan-class merchant cruiser was engaged in an exploratory trade cruise into the so-called Outrim Void, a region of sparse star systems just over the border from Imperial space. Long-range merchant cruisers were built for regions like this, and have been successful. However, there have been losses too. Among them was the Amuar,...   [click here for more]
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Reach Adventure 5: The Borderland Run

Reach Adventure 5: The Borderland Run


In The Borderland Run the Travellers are engaged to pick up a cargo from a remote outsystem world and convey it to the starport at the Aslan world of Tyokh; a simple enough delivery job, with the chance to engage in a little speculative trading along the way. However, there are those who do not want the cargo to be delivered… and the cargo agrees with them. ...   [click here for more]
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Reach Adventure 6: Exodus

Reach Adventure 6: Exodus


The Travellers are hired to transport hundreds of freed human slaves from a former world of the Glorious Empire to sanctuary. A beneficent Aslan clan lord has lent them a ship for the job. There is just one catch – they must go no farther than six parsecs. To make matters worse, they are being hunted by forces who desperately want to prevent them from reaching their goal. With a vulnerable and poorly...   [click here for more]
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Reach Adventure 7: The Last Train Out of Rakken-Goll

Reach Adventure 7: The Last Train Out of Rakken-Goll


An invitation from Sir Willard Vorstaten leads the Travellers to Rakken-Goll, a dying cattle town in the middle of nowhere. Instead of the expected job offer the Travellers find a lonely young man desperate for offworld visitors. Sir Willard’s residence is comfortable and he is generous; perhaps the Travellers will enjoy some downtime at his expense? Perhaps he might be a useful contact to cultivate;...   [click here for more]
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Reach Adventure 8: Makergod

Reach Adventure 8: Makergod


The raiders of Oghma mercilessly prey upon the blighted star systems of the Outrim Void. Their endless plundering has reduced their neighbours to pre-starflight technology. When the Travellers get caught up in an Oghman raid, they find themselves going to the raiders’ homeworld, a strange and unique place where starfaring technology meets barbarism.  But something is happening on Oghma. Oghma has...   [click here for more]
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Referee's Aid 1: Among the Trojans

Referee's Aid 1: Among the Trojans


Among the Trojans presents a complete and self-contained game setting for Traveller. It can be placed in almost any star system without affecting a setting’s canon data on what is there. A wealth of adventure opportunities awaits within the Trojan zones of the gas giant Kendelsei, among her moons, and on the system’s outer planets. Characters do not need a starship to adventure in this environment;...   [click here for more]
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Referee's Aid 2: The Type-S Scout/Courier

Referee's Aid 2: The Type-S Scout/Courier


The Type-S Scout/Courier fulfills one of the most basic requirements of any interstellar organisation – be it a government, commercial entity or military force. It is first and foremost a low-cost messenger ship, and although it does have some additional features its overall capabilities are limited by the need to provide an interstellar communications capability at as low a price as possible. ...   [click here for more]
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Referee's Aid 3: Type-A Free Trader

Referee's Aid 3: Type-A Free Trader


The Type-A Free Trader was developed long ago to provide efficient, low-cost transportation for small cargoes and a few passengers. It is an eminently useable design which has been adapted to many other roles, but ultimately is optimised for moving almost half its tonnage in cargo from one star system to another. The Type-A is, more than anything else, cheap. Its sensor fit is basic and its flight...   [click here for more]
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Referee's Aid 4: A Guide to Star Systems

Referee's Aid 4: A Guide to Star Systems


A star system consists of one or more stars plus whatever planets, comets and asteroids orbit it. Composition can vary a lot but for every star system there is a designated mainworld. This is almost always the most populous planet in the system, and will have this status for some good reason. Usually this means good habitability or resources, though there are sometimes other reasons why a world is...   [click here for more]
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Referee's Aid 5: Type-Y Yacht

Referee's Aid 5: Type-Y Yacht


For the very rich, starships are eminently affordable purchases. Although a starship may be bought as an investment, then hired out to other organisations or used for mercantile operations, a yacht is a personal vessel. Most are specially commissioned or refitted to fulfil a specific purpose, and can provide some inspiration of what can be done with an open-ended budget without simply sinking...   [click here for more]
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Referee's Aid 6: Societies and Settlements

Referee's Aid 6: Societies and Settlements


Most societies are confusing to an outsider, but in order to function they must make sense from their own perspective. Thus most societies follow certain basic rules; they protect their members (or, arguably, some of their members) and create an environment where they can fulfil their function or pursue their wishes. There is usually some form of organisational structure in place to regulate activity...   [click here for more]
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Referee's Aid 7: Type-R Subsidised Merchant

Referee's Aid 7: Type-R Subsidised Merchant


Using a 400-ton hull, the Subsidised Merchant (also called the Fat Trader) is a trading vessel intended to meet the commercial needs of clusters of worlds. The Type R Subsidised Merchant can be encountered in a wide variety of roles, though by far the commonest is a no-frills, low-cost small cargo ship on jump-1 local routes.  Referee's Aid 7: Type-R Subsidised Merchant provides an in-depth look...   [click here for more]
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Referee's Aid 8: Traders & Raiders

Referee's Aid 8: Traders & Raiders


Referee’s Aid 8: Traders & Raiders explores the options open to starship captains willing to operate on both sides of the law. Smuggling, blockade running, and outright piracy offer additional revenue streams to the cash-strapped merchant, but careers are short for all but the most cunning. Smart operators vary their methods, swapping from piracy to planetary raiding or hijacking when...   [click here for more]
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Referee's Briefing 1: Companies & Corporations

Referee's Briefing 1: Companies & Corporations


Economics is one of the fundamental driving forces in any society, and Charted Space is full of groups trying to make a living – or better, a big profit. Companies and Corporations presents some of these groups along with their agenda, their methods and any dark secrets they may have. These commercial bodies are much smaller than the great Megacorporations, but some of them are major players...   [click here for more]
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Referee's Briefing 2: Anomalies and Wonders

Referee's Briefing 2: Anomalies and Wonders


Much of the time Travellers move from one starport to the next, seeing the shops and the bars and not much else. In between they stare at the same six bulkheads and watch old movies, or sit around in the galley chatting. Some of them have more to talk about than others; tales of adventure and daring that might just possibly be true. And every now and then the conversation turns to the wonders...   [click here for more]
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Referee's Briefing 3: Going Portside

Referee's Briefing 3: Going Portside


Travellers pass through many starports in their wanderings, and after a while these places can begin to blur into one another. The endless procession of generic bars and hotels, the same shops and tired old décor can be soul-destroying. But it does not have to be like that! Referee’s Briefing 3: Going Portside presents a miscellany of things to do and places to visit that are both interesting...   [click here for more]
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Referee's Briefing 4: Mercenary Forces

Referee's Briefing 4: Mercenary Forces


Violence can and does solve problems, if properly applied. Of course, the application of violence can result in new or additional problems, but the original issue is solved at least. Mercenaries offer a short-term solution to the question of where to obtain and how to deliver the necessary violence, and can also solve other problems by being officially deniable. Referee’s Briefing 4: Mercenary Forces...   [click here for more]
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Referee's Briefing 5: Incidents and Encounters

Referee's Briefing 5: Incidents and Encounters


As Travellers voyage from one world to another, things happen to them. Often little things, trivial things; incidents that cause a minor inconvenience or unnecessary aggravation during what should be routine planetfall. However, some of these little incidents can lead to adventure, or complicate what would otherwise have been a straightforward task. Referee’s Briefing 5: Incidents and...   [click here for more]
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Referee's Briefing 6: Garden Worlds

Referee's Briefing 6: Garden Worlds


Some Travellers never encounter any environment wilder than the climate-controlled cabins of a starship or the well-regulated conditions of a highport. Those who venture planetside, however, might encounter all manner of different environments in their wanderings. Among these, a temperate region with a breathable atmosphere and enough water to support life is one of the most common. This is largely...   [click here for more]
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Renegade Cleric's Tome

Renegade Cleric's Tome


Expert Player's Guide Volume II This tome is the perfect companion to other magic compendiums - after all, who wants to play a Cleric or Druid who only has access to "standard" spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Cleric's Tome is your one-stop shop for ultimate divine power! The Renegade Cleric's Tome contains...   [click here for more]
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Renegade Wizard's Spellbook

Renegade Wizard's Spellbook


      Volume 1 This tome is the perfect companion to other magic compendiums - after all, who wants to play an arcane spellcaster who only has access to standard spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Wizard’s Spellbook is your one-stop shop for arcane power! Sorcerers, Bards and Assassins...   [click here for more]
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Rim Expeditions

Rim Expeditions


What lies beyond the Solomani Confederation? Humans are great explorers, and the Solomani are the greatest of them all. Ever since the days of the Interstellar Wars the people of Terra have felt the call of the great Rimward Frontier, and they have answered. This outward urge has taken Solomani explorers right to the edge of the spiral arm… and beyond. The Lubbock and Xuanzang Enclaves are...   [click here for more]
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