200 Character Goals
So there you are, sitting round the gaming table playing the latest creep infested session of Rapture: The End of Days that your GM has dreamed up for you and your roleplaying group, and you flub your roll and your character bites the big one. You narrate your character's death scene with all the aplomb and heart string tugging you can muster, and you get that all... [click here for more]
When a decadent noble uncovers a heretical artefact of dark origins, the Inquisition is sent on an investigation from his palace to a lost fortress on a distant world. Can you solve the mysteries of the Haematite Cathedral before it’s too late, and uncover a conspiracy that threatens to set the Calixis Sector ablaze? The Black Sepulchre, an adventure for Dark Heresy, tasks Acolytes with solving... [click here for more]
The First Founding Legions were crafted by the Emperor himself in the image of his twenty Primarchs. They forged the Imperium in bloody combat as they waged the Great Crusade across the galaxy. Many Space Marines fell to the maligned seduction of Chaos during the Horus Heresy, but those that stayed loyal formed the base from which all Space Marine Chapters would be created. Those Chapters that still... [click here for more]
If you're looking for a good place for a bad time, you’ve come to the right spot.
Nestled in the Great Wall asteroid belt of the Confucius system, Blessfields is an icon of industry and independence. If you don’t mind hard work and high risks, the pay can be quite good, and with the Colonial Powers buying up every resource they can find for some top secret... [click here for more]
An encyclopedia of heroes, villains, and organizations within the Scott Comics universe, suitable for a standalone campaign, or inclusion in your heroic campaign. Includes material from the comics and novels as well as new artwork and information you won't find anywhere else. Requires the Mutants and Mastermind's Heroes’ Handbook by Green Ronin Press for use.
A free HeroLab file is included.... [click here for more]
THE CENTERS OF POWER
There is nothing in the Sixth World more powerful than the megacorporations. Even great dragons scratch and claw to get a piece of the power wielded by the Big Ten. If you’re running the shadows, you need to know about the megas, because they deal out the biggest paydays—and, if you cross them, the harshest paybacks.
Corporate Guide helps runners... [click here for more]