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The Fate Worlds line provides compact, rich, affordable, gorgeous settings with a ready-to-go adventure for GMs in a pinch. Buy one this afternoon, be ready to run this evening.

These adventures & worlds are made possible by our Patreon campaign! Learn more about it here. To get an update on the other Fate Worlds and adventures, check out our Project Status page.

venture_city_stories

Venture City Stories

It’s not safe to venture into Venture City…

Looking for a little inspiration for your next Fate Core campaign? Check out Venture City Stories! This adventure toolkit written by Brian Engard will give you everything you need to send your characters on an adventure full of superpowers, villainous corporations, and ruthless gangs in a near-future setting where superpowers are for sale.

This 30-page kit provides everything you need to get started—locations, NPCs, and a sample campaign, not to mention an exciting new take on Fate-style superpowers.

Venture City Stories. Pick a side, pay your bill, and power up.

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Secrets of Cats

The Secrets of Cats

Cats are magical; cats understand sacrifice and the power of names. A decapitated mouse left on the doorstep or pillow is a powerful ward, and a spell wailed by the cat chorus confers even greater protection. When evil is on the rise and the safety of the neighbourhood is at stake the Parliament of Cats is there to stand firm against the darkness.

Take Silver Ford, for example, a sleepy tourist town near a played-out old silver mine. When kids messing around in the mine accidentally rouse an ancient evil on All Hallows’ Eve, the secret and magical cats of the neighbourhood are the only thing protecting their special people from the things that go bump in the night.

This 50 page Fate Core adventure provides everything you need to play from character generation to plot and setting ideas, including a new feline magic system based on true names and sacrifices made to protect your human Burdens.

The Secrets of Cats. Sharpen your claws and prepare to defend your territory!

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Save Game Cover Image

Save Game

THE GLITCH HAS COME TO TENDORIA

A vicious computer virus threatens to corrupt the entire internet, and the only ones standing in its way are the characters from your video games. 8-bit heroes battle monsters and corrupted files—it’s Wreck-It Ralph meets Lord of the Rings in a fight for the fate of the world!

This 56-page Fate Core adventure provides a complete world to adventure in, including randomized character generation rules, ideas to govern digital adventures, and new Fate point hacks.

PIXELS ARE FALLING. IT’S UP TO YOU TO SAVE GAME!

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The Aether Sea Cover

The Aether Sea

One tiny ship. One huge expanse of aetherspace.

Maneuver your ship through the vast aether in The Aether Sea, a Fate world and adventure by Ed Turner. A thousand years of war on Homeworld left it a magically-blighted wasteland, so the elves and dwarves stopped fighting for five minutes and figured out how to leave it behind. Soon everyone took to the vast, empty aether sea. The Royal Hegemony keeps a tight rein on the Spellcaster’s Union, and the magic that makes aether travel possible. Play the crew of a little aethercraft out in the deep sea. But you’ve got bad blood with the Royals, so take jobs carefully and make do with the best magic unofficial channels can provide. Keeping the ship afloat won’t be easy. The sea’s a dark and lonely place, and secondhand magic is… fussy. When it works at all.

The Aether Sea. Batten down the hatches and get ready for liftoff.

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Romance in the AirRomance in the Air

All aboard the Pension Bellevue for a trip full of romance, intrigue, and peril!

Enjoy the heady, innocent days before the war in Romance in the Air, a Fate world and adventure by Bill White, author of Ganakagok. In the skies over a fin de siècle Europe that never was, the aristocracy mingles in elegant comfort upon balloon-borne sky-salons and aerial lounges, dallying in an endless round of parties and excursions. But the winds of war are rising, and ambitious nobles rub elbows with scheming spymasters to decide the succession of a key Central European province. Romance meets high-stakes political intrigue as the affections of a young countess sway the fate of nations, while down below earthbound commoners look to the skies and dream of flight. It’s Downton Abbey meets Last Exile, on a collision course with Dr. Zhivago.

Romance in the Air requires Fate Core to play. This 52-page supplement contains:

  • New skills such as Pilot, Gamble, and Command with sample stunts that allow for fancy flying, high-stakes gambling, and more.
  • Airship systems, stunts, and samples to get you into airborne maneuvers quickly.
  • A map-based travel system that allows for random encounters and problems on each leg of the trip.
  • Adventure seeds and location profiles to help create your own custom adventure.

Romance in the Air. Fight for your country…and for your heart.

Buy now at DriveThruRPG (Digital only) or on our Webstore (Physical and Digital)

Psychedemia CoverPsychedemia

Welcome to Delta Company. Follow orders and you’ll do fine.

Genetically advanced students at a psionic academy discover a mental realm inhabited by friendly but alien thought-forms in this Fate world of adventure by Paul Stefko. These beings teach the children to access deeper powers, and together they explore virtual worlds within their minds. But when the academy’s faculty learn of the realm, they seek to take control through force. Can the students save their alien friends? Can they convince their elders to live in peace? Or must they find a way to seal the realm off and themselves from it?

Psychedemia requires Fate Core to play. This 44-page supplement contains:

  • New rules for psychic aptitudes and stunts.
  • System ideas on adventuring in different realms or dimensions with different natural laws.
  • Sample alien races to get you started—and a basic structure with which to create your own.
  • Characters, locations, NPCs and a basic structure for a starter adventure.

Psychedemia. Your mind is a battlefield.

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Eagles Eyes CoverEagle Eyes

Sharpen your blade. It’s time to hit the mean and dusty streets of Rome.

Experience Roman noir firsthand in Eagle Eyes, the latest Fate World of Adventure from Pete Woodworth. Battle cynicism, corruption and murder in the shadow of the Coliseum. Play Eagles, the Senate’s private investigators, and use every means at your disposal to get at the truth behind everything from “ordinary” murders and robberies to high treason, noble intrigue, military coup attempts, and perhaps even the strange and terrible excesses of the Emperors.

Life is cheap and the dust of Rome soaks up a lot of blood, but the rewards for those that survive are beyond the dreams of lesser men.

Eagle Eyes requires Fate Accelerated or Fate Core to play. This 43-page supplement contains:

  • An in-depth look at the setting of ancient Rome in Fate
  • A twist on Fate Accelerated approaches that allows characters to invoke Roman deities
  • GM advice on dealing with characters of different social classes and group dynamics
  • System constructs for conspiracies and mysteries in Fate
  • Adventure seeds to get you started gaming

Eagle Eyes. Some things cannot be left unseen…

The Fate Adventures & Worlds line provides compact, rich, affordable, gorgeous settings with a ready-to-go adventure for GMs in a pinch. Buy one this afternoon, be ready to run this evening.

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Behind The WallsBehind the Walls

Russia fired first. America countered. Then all hell broke loose.

That was 1951, but now it’s 1959 and you’re still in prison. Maybe the people on the outside forgot about you, what with the war and all, or maybe it’s just safer inside Collins Park Correctional Facility. But will order persist in the cell block much longer? And what really is going on out there? Find out in Behind the Walls, the latest Fate World of Adventure from John Adamus.

Behind the Walls requires Fate Core to play. This 40-page supplement contains:

  • New rules for different types of stunts—personal stunts, cooperative stunts, and secret stunts
  • Ideas on how to use secrets in Fate Core on the world, character, and PC levels
  • System ideas for gangs and gang or group conflict in Fate Core
  • War and Peace, Love and Hate: an adventure for Behind the Walls
  • Ideas for the world beyond the walls to help fuel a larger prison escape campaign

Behind the Walls. If it’s safest behind bars, something has to change.

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SailsFullOfStarsCoverSails Full of Stars

In the year 1850, three empires struggle for control of the solar system: the Ottomans, whose vast Earthly empire may soon become obsolete; the Chinese, who pioneered the construction of rheoships; and the French, the new masters of alchemy. Wherever patrols are weak, pirates menace the shipping lanes. Sailors whisper rumors of dragons swimming through the black void. Fools and madmen push the boundaries of alchemy, heedless of the consequences.

Track down pirates, brave the stars, and mount shipboard battles in this Fate World of Adventure by Don Bisdorf.

Sails Full of Stars requires Fate Core to play. This 50-page supplement contains:

  • Descriptions of planets and spaceports to help populate a short game or a full campaign
  • New alchemical rules and stunts
  • System ideas for spaceships and space travel
  • Crew and rheoship combat systems
  • A short introductory adventure—Secrets of the Red Planet
  • Venture into the depths of space, where adventure and glory await!

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Gods and MonstersGods and Monsters

The world is young and majestic, and humans eke out a living and dream of civilization.

But you are not like them: you are a god. A primal creature, your soul a blazing font of power, your body an expression of your nature. The more extreme your behavior the greater the power you can wield—but it is easy to become lost in a single facet of your existence and cross the line from god to monster.

Perform mythic acts, skirmish with rival pantheons, and walk the line between power and control in this Fate World of Adventure by Chris Longhurst.

Gods and Monsters requires Fate Core or Fate Accelerated to play. This 50-page supplement contains:

  • A new campaign structure that separates play into tales, allowing for gameplay to affect the world at large
  • World creation ideas, with basic structures for sub-regions and communities
  • Character creation systems for gods, including divine mantles, intention, and epic stunts
  • A sliding scale of opposing approaches allows characters to change during gameplay
  • A variety of introductory tales to get you started<

Gods and Monsters. What will your legacy be?

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NestNest

There is a place where children go to become heroes, only discovered by a desperate few when they need it most. Here, they escape from their normal lives, slay giants, solve riddles, learn magic, and become kings and queens. Children grow up and the fantasies of childhood are forgotten.

But now the realm you once protected is under attack. You must leave behind your life, your family, and your ordinary job to defend your past from something terrible and very, very real.

Nest, by David Goodwin, is a game of rediscovering the magic of childhood—or shattering the illusions of youth.

Nest requires Fate Core to play. This 56-page supplement includes:

  • Location seeds for the various kingdoms of Nest
  • A variety of fantasy themes to explore: epic adventure, steampunk marvels, talking animals, and riddles and puzzles
  • Simple rules for the creation of talismans, and some sample talismans to get you started
  • A milestone system to allow characters to advance (or regress) during game play
  • A sample adventure—Call to Adventure: The Threshing Stone

Magic never dies. It is only forgotten.

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Masters of UmdaarMasters of Umdaar

Rise up against the Masters of Umdaar!

Behold the fallen world of Umdaar, home to savage warriors, cyborg insects, and merciless warlords. Oh, and lasers—lots and lots of lasers. The Masters rule with an iron fist, and the people’s only hope are the archaeonauts and their quest for long-lost artifacts of power. But will the Masters get there first? Masters of Umdaar, our latest Fate World of Adventure by Dave Joria, is a retro tribute to such shiny serials as John Carter of Mars, Flash Gordon, He-Man, and Thundercats.

Masters of Umdaar requires Fate Accelerated Edition to play. This 51-page supplement includes:

  • A randomized Fate dice system to create a wide variety of sci-fi/fantasy characters like robots, mutants, talking animals, and more
  • Character class breakdowns based on Fate Accelerated approaches, with a wide variety of options
  • New rules for cliffhangers—a new form of obstacle to overcome—with rules that encourage the use of different approaches
  • A variety of tools to easily populate your adventures, including a beast generator, trap guidelines, and sample artifacts
  • A sample adventure—The Starblades of Su’ul—as well as seeds for further adventures

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SlipSlip

Our universe is on the verge of a catastrophic collision.

Shadowy invaders from other worlds have begun to slip into the dark places in ours. The result? Night terrors, disappearances, deaths, and worse. Most people try to hide their heads in the sand, but members of the group known as Vigilance stand between our world and the darkness outside.

In Slip by Chris Caporaso, play a Vigilance member afflicted with strange powers linked to the convergence of worlds, or even a determined mundane. Knowledge is your only weapon.

Slip requires Fate Core to play. This 47-page supplement includes:

  • Simple rules for integrating psychic powers into character high concepts
  • Ideas on how to use campaign aspects to gradually reveal within game secrets over the course of a campaign
  • A basic structure to use when building an apocalypse campaign
  • Complete background for characters, organizations, and adventure ideas to get you quickly started within the world of Slip
  • A full adventure: The Sea From Beyond

Arm yourselves; stop the incursion, and try not to Slip.

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Frontier SpiritFrontier Spirit

Despite its long history, the Commonwealth has only civilized a fraction of the galaxy. Life on an undeveloped colony world is hard. The problems are never-ending: pirate raids, corporate claim-jumpers, outlaw settlers, unpredictable weather…and an alien spirit world unused to coexisting with sentient creatures.

Natural disasters, storms, subsistence, and even basic survival are all much harder when the world really is out to get you. Can your colony survive? Find out Frontier Spirit, a Fate World of Adventure from Nick Pilon.

Frontier Spirit requires Fate Core to play. This 43-page supplement includes:

  • A simple aspect system that specifically ties each character to the world and genre of the game
  • Rituals and space opera technology as stunts—ideas on how to add rituals to your game to extraordinary effect, and how to simply integrate future tech by way of stunt mechanics
  • System ideas to create spirit entities that interact with the physical world
  • A variety of characters and locations to get you started in the world of Thompson’s Turn and the community of Aribeth Plateau in particular
  • A stand-alone adventure set in Aribeth Plateau

Frontier Spirit. In the far reaches of the galaxy, only the strongest survive.

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The Three RocketeersThe Three Rocketeers

Journey through the Holy Roman Stellar Empire and the worlds of Britannica Solaria in this Fate World of Adventure by PK Sullivan! The Queen’s enemies may have disbanded the Rocketeers, but duty cannot be set aside so easily.

A deadly cabal of nobles and clergy threaten to usurp Her Majesty Queen Marie-Hélène’s throne and hand Gallia over to Pope Regulus IV, and the Rocketeers now work from the shadows to protect the queen from threats both foreign and domestic. Foreign spies and papal agents lurk in every shadow as the trap draws ever closer.

A laser-sharp blade and even sharper wits will serve you well as interstellar powers play the game of puppets and shadows. The fate of the crown is in your hands.

The Three Rocketeers requires Fate Core to play. This 40-page supplement includes:

  • Rules for no-skill Fate, where aspects provide roll bonuses without invocation
  • Categorized aspect creation to help players create their characters quickly and get the most out of their invocations
  • A simple system to build flashy customized swordplay stunts
  • Conspiracy creation guidelines that integrate aspects and approaches to help direct the story
  • Ready-made characters based on the characters of Alexandre Dumas
  • A sample adventure: Battle for the Gallian Throne

The Three Rocketeers: All for one and one for all!

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House of BardsHouse of Bards

In House of Bards, the kingdom of Costracinni exists in a constant state of war. And war means turmoil, but for the ambitious back on the home front, that’s just another word for opportunity. Can you work the backrooms and stuff the ballot-boxes to get what you want? Play as an ambitious elven councilmember trying to get in good with the Emperor, an idealistic halfling candidate trying to break into the big time, or a human reporter trying to uncover the truth behind the news.

Now is the time to act! But many things stand in your way—rival factions, scheming politicos, and most dangerously… your friends. Swords and sorcery collide with politics and punditry in this political drama meets high fantasy by Dave Chalker of Critical-Hits.com and the Cortex Plus Hacker’s Guide.

House of Bards requires Fate Core to play. This 44-page supplement includes:

  • Character creation hacks that maximize political conflict, including a random generation system
  • Skill set adjustments that maximize Fate for a politically motivated campaign
  • Setting rules that help to create political intrigue and build upon it through the course of a campaign
  • Useful tools for political campaigns, including a social stress track and new rules for player-versus-player compels
  • A series of vignettes and sample characters to help get you started

Welcome to the House of Bards, where it’s always important to watch your back.

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Deep Dark BlueDeep Dark Blue

Adventure awaits between the devil and the deep blue sea…

In the near future, when most of the Earth’s land has been stripped of its resources, an intrepid few look to the depths of the oceans for energy and precious metals.

This new frontier carries as many dangers as it does opportunities, including the crushing pressure, colossal squids, and ruthless tactics of your rivals at Quest, Inc. Even your own ship will betray you if you let your energy or oxygen dwindle, threatening your navigation systems, lights, engine, and life support itself.

Survive the depths in Deep Dark Blue, a new Fate World of Adventure by Lore Graham and Mike Olson.

Deep Dark Blue requires Fate Core to play. This 52-page supplement contains:

  • A crew-based character creation system to help create a cohesive and balanced group
  • A new teamwork track to represent the effects of stress on group dynamics
  • Submarine rules for deep sea exploration, combat, and damage
  • A ship-specific condition system—like consequences, but with specific effects and duration
  • A short introductory adventure—The Rescue of Dr. Williams

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Knights of InvasionKnights of Invasion

Your kingdom is on the brink of war. A tournament has been arranged to celebrate your monarch’s birthday, and envoys from the enemy kingdom will be attending the festivities. As if the situation isn’t stressful enough, strange lights are seen in the sky, and a terrifying alien invasion begins.

Gather your fellow knights to battle with little green men and fire trebuchets on acid-filled insect creatures. Can the rival kingdoms put aside their problems and work together, or will one side use the chaos of the situation to their own advantage? Find out in this Fate World of Adventure by Richard Bellingham.

Knights of Invasion uses Fate Core to play. This 54-page supplement includes:

  • A unique mix of epic fantasy and science fiction elements.
  • Options for mini-campaign, one-shot convention, and campaign play, each customized for repeat play.
  • A toolkit for using knights in Fate, including system elements for retainers, knightly codes, armor and weaponry, and more.
  • Rules for siege engines and tournament battles.
  • A simple alien creation system with enough choices to fuel multiple alien races without repeating attributes.

Knights of Invasion.
Follow the code.
Protect your liege.

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MortsMorts

The zombie apocalypse was rough, but that was, like, a hundred years ago. It’s time to move on already.

Zombies, lich kings, ghosts…they’re a reality now, and somebody’s got to keep them in line. But it’s not a dream job. More like the last refuge for losers and desperate teenagers in need of a little cash. You’re a Mortician or “Mort,” facing down the undead for minimum wage and possibly getting eaten in the process. Training’s overrated, but you do get a shotgun, a couple of chintzy ritual components, and a chewed-up leather jacket.

Protect humanity from the undead hordes in this Fate World of Adventure by Ed Turner.

Morts requires Fate Core to play. This 46-page supplement includes:

  • Extensive information about the post-apocalypse world in the new country of Cascadia, including plenty of locations and threats to populate a campaign
  • Simple generation rules for the undead in Fate Core as adversaries, NPCs, and PCs and system ideas for necromantic spells and rituals
  • A step-by-step mission creation system to aid GMs
  • Rules for siege engines and tournament battles.
  • A complete adventure: Randolph the Lich King

Cascadia needs you! Join the Morticians!

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Nitrate CityNitrate City

Nitrate City is a place where elements of Film Noir and classic movie monsters combine with explosive results. It’s a place populated by slick vampire private eyes, clever werewolf gamblers, cigarette smoking mummy fatales and deadly hit men from beneath the darkest waters.

You might be a member of ‘The Night Squad,’ a unique off-the-books crime-fighting task force, or perhaps you work best on your own. Regardless of your allegiance, your work will be opposed at every move by a secret society of criminals called ‘The Consortium,’ led by notorious criminal Victor Stitch, aka Frankenstein’s Mobster.

Walk the mean streets of this action-packed, celluloid landscape in this Fate World of Adventure by Doselle Young and Bill White.

Nitrate City requires Fate Core or Fate Accelerated to play. This 51-page supplement includes:

  • A random character concept system that blends classic movie monsters and noir archetypes
  • A cinematic take on Fate Accelerated character approaches: Action, Comedy, Drama, and Horror
  • Celluloid inspired systems like the Flicker Effect to bring maximum noir to your campaigns
  • Simple rules to generate noir cases for use in Fate games
  • A complete starter adventure: The Blood Dahlia

When you walk the flickering streets of Nitrate City, always watch your back.

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Under the TableUnder the Table

Get ready for some sword-and-speakeasy fantasy!
Arthurian mythology meets Prohibition era gangster fiction in Pete Woodworth’s Fate World of Adventure. The King’s Men are a legendary crime syndicate with the corner on sangreal, a magical liquor. The players are poised to join the inner circle—sorry, Round Table—but things are tipping bad in Camelot, Illinois, and pretty soon the whole thing may just come tumbling down. A little magic, a little luck, a lot of hard fighting and a whole lot of blood built this empire, but honor and loyalty only go so far in the face of betrayal. Save the kingdom, tear it down, or take it for yourself in Under the Table.

Under the Table requires Fate Core to play. This 47-page supplement includes:

  • Thematic touchstones to help create a seamless blend of Arthurian legend and Prohibition gangster tales
  • Arthurian-inspired crime syndicates, locations, and characters to populate the streets and back alleys of Camelot, Illinois
  • New mechanical elements to help drive home the blending of old world magic and syndicated crime—artifacts, mystic places, and doom
  • A step-by-step process to create heists for your group of King’s Men…and women
  • Three short scenario starters to get you playing fast

When deals are made Under the Table, betrayal is inevitable.

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Good NeighborsGood Neighbors

In Good Neighbors, the Fair Folk have lived in peace with the humans of Still Hollow for centuries. But now, outsiders are coming into Still Hollow in search of gas deep beneath the earth.The Industry does not respect the old ways. Their machines disturb the dwellings of the Fair Folk, and the filth that seeps into the ground around their wells is deadly.

In Good Neighbors, players take on two roles: a human who must deal with the politics of this new industry, and a fairy who feels the full spiritual damage of the Industry. Can your humans enact change to make Still Hollow safe again, or will your fairies need to enact their own justice? Find out in this Fate World of Adventure by Paul Stefko.

Good Neighbors requires Fate Core to play. This 48-page supplement contains:

  • A streamlined system to allow players to create two characters for use in a single campaign or game session
  • A profession system with packaged aspects & skills to allow for quick character generation
  • Rules for fairies and fae magic in Fate using Fate Accelerated approaches
  • A Reaction Tree system to help GMs easily combine two storylines—in this case, fairy and human—into a single game scenario
  • Human and fairy sample characters, Industry insiders, and plenty of Still Hollow locations to get you gaming fast

They say good times make good neighbors. These are bad times.

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blood-on-the-trailBlood on the Trail

Travel in the Wild West is dangerous, but the danger’s even worse than anticipated. The land is infested with vampires.
As settlers begin pushing into the unexplored territories on their way to California, they discover the truth about why the Native American tribes have gone quiet: the wilds have become infested with creatures who feast on blood. Your explorers must deal with the expected problems of weather, sickness, wild animals and deprivation. Then, during the night, they must worry about being stalked by undead. American Vampire meets Oregon Trail in this Fate World of Adventure by Shoshana Kessock.

Blood on the Trail requires Fate Core to play. This 52-page supplement contains:

  • An alternative, vampire-infested Wild West history to provide background for your game
  • A variety of vampire types and system rules for vampirism in Fate
  • New ideas on using maps as a campaign planning and gameplay tool
  • Rules for creating a wagon train and setting out on Wild West adventure
  • Rules for turning and playing vampires in Fate
  • A sample adventure: Seven Brides for Seven Vampires

The Wild West is full of danger. And vampires.

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loosethreadsLoose Threads

On the edges of fairy tales live members of the Company—collateral damage from someone else’s Happily Ever After.

Maybe their fairy godmother got lost on the way, or they failed to solve the riddle, or their siblings forgot to save them before riding off into the sunset. Now Company members live on the edges of tales and travel the In-Betweens, helping others like them who need rescuing from ogres, reversing of curses, and freedom from the evil clutches of bandits. People who the stories have forgotten. It’s difficult work, and every story must end eventually.

How will yours turn out?

Will you be a dashing damsel, a prince in distress, a charming witch, or something else new and interesting that breaks the mold? Find out in Loose Threads by Tara Zuber.

Loose Threads requires Fate Core to play. This 42-page supplement includes:

  • New aspect categories, including the Heart’s Desire, to create characters worthy of a fairy tale
  • A scaled tension aspect that allows characters to slide between two dueling ideas, states, or desires
  • A system for fairy tale favors—a new kind of boost
  • Ideas on how to create a fairy tale story in a non-traditional setting like a space station or a high school
  • A phase trio character creation adventure—Mr. Fox—and a sample adventure—Pecked to Death

Everyone has a tale to tell in Loose Threads. What’s yours?

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ghost-planetsGhost Planets

A galaxy full of graves…

In the 23rd century, we found signs of intelligent life in the galaxy—deserted planets full of alien structures. The World Council established the Xenohistory Corps to investigate these ghost planets and determine what happened to their inhabitants.

In the far reaches of the galaxy, your group of Corps explorers and scientists searches the abandoned relics of inhuman beings, looking for answers. You must survive hostile environments, decipher ancient clues, and confront the miraculous and terrifying products of alien technologies. If you fail, Earth may become the next ghost planet.

Forbidden Planet meets Star Trek in this Fate World of Adventure by Don Bisdorf. Ghost Planets requires Fate Core to play. This 55-page supplement includes:

  • Space-specific rules for aspects and skills, including homeworld aspects, research roles, new skills, and skill packages
  • New rules to help make research an active and interesting part of your campaign
  • A team action mechanic to reflect the effects of the crew working together
  • Plenty of ideas for alien technologies, spaceships, and equipment for characters to use
  • A variety of deep space locations (and potential threats) to get you started
  • A starter adventure: The Doomsday Clock

Deciphering alien hieroglyphics, disarming ancient weapons, and saving humanity from extinction. Just another day on the job

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red-planetRed Planet

Join the Martian Union of Materialist Republics today!

It’s the year 773 Post Revolution, and Mars is basking in the long embrace of progressive materialism. The Union of Materialist Republics rules over a utopian planet and two moon colonies. The people are happy in their roles; the governments of the Republic remain at peace with one another; technology designed to better mankind advances by leaps and bounds.

But all is not entirely peaceful, for the Union is under attack by the corrupt “U.S.S.R.” and decadent “U.S.A.” back on Earth, the feudal alien Venusians, and the expansionist two-dimensional Country of the Geometers!

Defend the Union and Mars against its enemies, and bring glory to yourself, your squad, and your collective. Put your lives on the line to defend utopia in Red Planet, a Soviet retro-pulp adventure by Jess Nevins. Red Planet requires Fate Core to play. This 59-page supplement includes:

  • A detailed review of the solar system—Fate-style
  • A social-class based character generation system with two new skills: pilot and renown
  • Interesting new rules for Conversions: a mental conflict in which characters try to convince others to agree with their point of view
  • Pulp-style spaceships and gear to equip your campaign
  • A sample adventure: 34 Chernykh

Welcome, Citizen, to the Red Planet.

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Andromeda

A world ship adrift. A hostile alien galaxy.

Humanity has arrived in the Andromeda galaxy in great, slower-than-light space arks, fleeing the wave front of a devastating explosion of the Milky Way’s core. In order to survive, they must find a new home in a hostile galaxy. Aboard their world-ship, the elite pursue secret centuries-spanning agendas on behalf of—or despite—the powerful factions that shape shipboard society.

You are members of the elite—leaders, scientists, and moral figureheads.Strive to outmaneuver your rivals and deal with the dangers of Andromeda, including alien empires that resist the arrival of human beings. Command solar-scale tools and planet-shattering weapons. Will you lead humanity into survival or extinction? Find out in the classic space opera Andromeda, a Fate World of Adventure by Bill White.

Andromeda requires Fate Core to play. This 52-page supplement includes:

  • Epic space opera reminiscent of classic sci-fi like Asimov, Herbert, and Zelazny.
  • Detailed information about the factions found within the Ark and races within the Andromeda galaxy.
  • A point-based agenda system to reflect the various goals and motivations found within the Ark and the Andromeda system.
  • Deck of Fate based gameplay which uses the additional material provided on the cards to further enhance gameplay through aspects and agenda points. Rules are also available for use with Fate Dice.
  • An alien race creation system, including agendas, stunts, and extras to create fully realized creatures.
  • Multiple space ark options to create maximum replayability.

Andromeda. Humanity’s last hope.

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Uranium ChefUranium Chef

It’s a big universe out there, but around every star, on every planet, the old saying holds true… we all gotta eat!

The most influential, inspired, or infamous chefs in the quadrant cook on Uranium Chef, the most popular cooking/bloodsport show on the neutrowave. Tighten your apron straps and hold on tight, as you’ll have to survive surprise ingredients, full-contact kitchen combat, and the snootiest food critics in five dimensions. Will you wow the judges and woo the audience? Do you have what it takes to be crowned the new Uranium Chef—or will you get the chop? “Hitchhiker’s Guide to the Galaxy” meets “Top Chef” in this new Fate World of Adventure by Dave Joria.

Uranium Chef requires Fate Accelerated to play. This 68-page supplement includes:

  • Over-the-top kitchen combat, complete with robot grappling, radioactive cheddar, and man-eating space monsters fricasseed in butter
  • Two sets of approaches, one for “reality”, the other for cuisine
  • Complete rules for running reality show style competitions in Fate, including on-air personas, secret motivations, and GM-controlled rivals
  • A convenient cooking-show structure to make game creation easy, as well as plenty of sample characters, judges, and secret ingredients
  • A detailed scoring system to facilitate fun dish judging
  • A sample adventure: Out of the Frying Pan

Full contact cooking…in space!
Neutrowave channel 67,201.
Check your local spacetime listing for details.

Buy now at DriveThruRPG