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About EONS

EONS is the official magazine of the WOIN roleplaying game system, producing official rules material, articles, and other content for fantasy, modern, and science-fiction games. 

WOIN powers N.E.W., O.L.D., N.O.W., plus JUDGE DREDD & THE WORLDS OF 2000 AD.

Further below you can see two free articles (EONS #1: New Upgrades for Androids, and EONS #2: Children of the Earth). You are welcome to download them without becoming a patron.

  • #219. All Boxed Up. An alien trader is investing in the Mega-City with a view to redeveloping Cardboard City as a part of a philanthropy project. Being the Big Meg, there are outside parties that do not like aliens being given a new lease of life, including one individual who feels strongly enough to take Justice into his own hands. A 7-page adventure!
  • #218. Mythological Figures: AtalantaThis month's Mythological Figure is a fierce huntress from Greek legend -- the one and only Atalanta! If you need high-level Amazon figure in your game, this is a great choice!
  • #217. Sand Dragons. Enjoying The Mandalorian? Then you'll love this sand dragon! Enormous apex predators which dwell on desert planets, sand dragons are rightly feared, but hunted for the precious pearls found in their remains.
  • #216. Changes of Zhou: Far Eastern Cleromancy. The next time the adventurers make use of divination magic you can do more than simply provide an answer—now you can give them a reading! This 8 page article includes a type of Chinese cleromancy that dates back to the Zhou dynasty (which started more than a millennium before 0 AD), tables for interpreting and understanding the trigrams and hexagrams at the core of this system for telling the future, and an NPC suitable for doling out prophetic information. Written in the recent past by Phil Harmon, illustrated by Ellis Goodson.
  • #215. Mythological Figures: Arthur Pendragon.This month's mythological figures is indisputably one of the greatest heroes of all time. He needs no introduction. Enjoy!
  • #214. Drones. Get the upper hand on your enemies by upgrading and outfitting drones with a range of features and weapons!
  • #213. Mythological Figures: Arachne. Once again we turn to Ancient Greece to delve into one of the world’s most infamous arachnids: the boastful weaver-turned-spider Arachne! Though her story differs here and there depending on the exact source, pretty much all of them tell of Arachne boasting of her weaving skills.
  • #212. The Incident at the Back o' Beyond. This adventure for Rogue Trooper (or any other sci-fi campaign) is set in a desolate town rules by the nefarious Karom Brothers. Can the S/D Agents free the town from their evil yoke?
  • #211. Market Squared. The long-awaited final part of the Code Of Honor trilogy by Jacob Rodgers, following The Palermo Gambit (EONS #83) and The Trade War (EONS #89).
    In Market Squared the heroes musto rescue the leaders of both Capitolia and YOEN form the prison planet, and defeat the plans of the cunning Lord Basco!
  • #210. Future Gear: Adderley's Apparel. Couture reaches its pinnacle with this latest line of hi-tech attire from legendary fashion genius Adderley, whose designs are sought across the galaxy! Perfect for both the highest echelons of society and the hippest streets, everyone whoʼs anyone will be wearing something from this new wave of stunning designs. This collection is already a best-seller on countless planets!  These hi-tech trinkets provide adventurers with fantastic cosmetic enhancements that with some clever application can give them a small functional advantage. 
  • #209. Mythological Figures: Anzû. What's not to like about a god-like bird creature with vast weather powers and the ability to take human form? This mythological figure goes way back to Mesopotamian myth!
  • #208. A Question of Culture II.The second part of this two-part series looks at the people of NEW, and divides them into race and culture, allowing you to mix and match the two.
  • #207. A Question of Culture. When a dwarf grows up with elves, you get a different character than when he grows up with other dwarves. This articles separates race and culture, making them separate choices.
  • #206. Mythological Figures: Antaeus. Antaeus was a wrestler who could not be defeated when he was in contact with the ground. At least, until he challenged the Greek hero Hercules to a wrestling match.
  • #205. Iconic Trinkets. Sometimes your equipment and gear isn't about flashy magical swords or indestructible power armour. Sometimes it's the small things that matter - that old signet ring, that message from your sister, those shiny new boots. Where did they come from? What do they mean to you? Trinkets can help define your character and provide plot hooks and motivations. Suitable for any genre of WOIN game.
  • #204. Mythological Figures: Anne Bonney. Mythological Figures is back with one of Ireland's most fierce and notorious buccaneers!
  • #203. Event Careers. Event careers work like other careers, but they represent single events in your character's life -- marriage, inheritance, awards, and so on. You can take an event career any time you would take a regular career.
  • #202. Fungal Bums. A dangerous new disease for all WOIN games, Fungal Bums have only one cure... a cure you might not be willing to undertake!
  • #201. Mechfighters II. In our second article about Mechs, we introduce the pilots themselves with a brand new career.
  • #200. The Underhill Gang. This short Strontium Dog adventure by Ade Smith has the PC chasing down a vicious gang last seen in Last Hope, on the planet Freehold. This is our 200th EONS issue!
  • #199. Allan Quatermain. Our Mythological Figures series continues! We've had Achilles and Aladdin; now it's the turn of the original Indiana Jones, the star of King Solomon's Mines and one of the League of Extraordinary Gentlemen, the one and only Allan Quatermain!
  • #198. Checkpoint Charlie Mole. This adventure for Strontium Dog puts your PCs in the position of uncovering a mole during the war, before the creation of the S/D Agency.
  • #197. Andromedan. This one's a bit of fun! Andromedans are powerful aliens from a dead world, possessed of godlike powers when near a yellow sun. Galactic rumor says that there is one on the planet Earth, sent there shortly before their home planet died. Able to fly, and possessed of immense strength and speed, Andromedans are amongst the most powerful mortal beings in the universe.
  • #196. Mythological Figures: Aladdin. Way back in EONS #96, we introduced out first Mythological Figure - Achilles, hero of the Trojan War! We’ll be continuing this series on a monthly basis, with figures like Arthur, Conan, Hercules, Loki, and many more. These figures can be used as-is, or as an archetype for your own campaigns NPCs, heroes, and villains. This entry is a figure from the Middle East. Meet Aladdin, and his magical lamp!
  • #195. USFMC Marine Corps. An expansion for the SolSpace setting, if you are looking for USF characters with a little more firepower, look no further than the USF Marine Corps!
  • #194. Mechfighters. Oft-requested and long-awaited, these are the preliminary rules for WOIN mech combat. They include rules for building and fighting with mechs.
  • #193. Don't You Know Who I Am? A collection of REPUTATION based exploits. Now you can cruise around town with your entourage, get upgraded to first class, access emergency cash, and more!
  • #192. Aberrant Echoes. The earth is littered with forgotten ruins of civilizations long gone. Many hide treasures, but one of them contains something else—something of a different world, or perhaps another reality. Long ago the Aberrant (a highly intelligent race from the mad realm) built a laboratory filled with twisted experiments. This was not only a place of twisted pursuits, but a complex imbued with a conscious Psionic Brain. The lab has laid dormant for centuries until only recently when a trespasser activated the inquisitive monster, awakened with an undeniable need to fulfill its last task once more—by every means necessary. This mini-adventure for 4 PCs of grades 6-7 was designed by Jos Van Egmond and illustrated by Savage Mojo, including cartography by DysonLogos.
  • #191. Red Dredd Redemption. Perps from the past hunt down the PC Judges to seek revenge for their years in the is-cubes. Cunning traps, and a violent showdown ensue! Will the Judges come out on top, or will the perps get their vengeance? An adventure by Richard August.
  • #190. Flight of the Almost Dragons.These kobolds are not your usual kobolds. Instead of mines deep in the mountains, they dwell in a swamp. Whereas most of their kind steal coins and gems, these kobolds are more interested in alchemical goods and materials they can use for craft. But most of all, these kobolds see themselves as dragons that only need a little alchemi/mechanical push to soar the skies as their (supposed) ancestors. If this doesn't sound like an awesome adventure in the making, then I don't know what is! "Flight of the Almost-Dragons", written by Charlie Brooks and with color art by Xanditz.
  • #189. Zlick Willy's Wily Wares. The annual day of pranks is fast approaching and EONS has an article sure to help with injecting a bit of (likely much needed) levity into your games: 10 prank-oriented enchanted trinkets ranging from a barrelofseamonkeys to friendlyjoybuzzers,omni-dimensionaldribbleglasses, talkrocks™, and much more!
  • #188. Against the War Mind. Some of you may remember this older adventure. It has been revised and updated, and this new version is set in SolSpace. If you enjoyed The Spartan Gambit and Frozen Secrets, this 25-page adventure continues the adventures of the USF Copernicus.
  • #187. Obstructing the Law. A short adventure set in Mega-City One, this can also be used in any other sci-fi campaign. A Citi-Block is thrown into chaos when the local eating champ gets stuck! Can the PCs save the day?
  • #186. D10 Dice System. While we at EN Publishing love the tactile element of adding and removing dice from a dice pool, we know that not everybody loves dice pools. For those folks, we present this alternative core mechanic.
  • #185. Mistaken Identity. A mysterious message is brought to the adventurers, promising them that a reward and great boon await in the abandoned clanhold of the Greymail dwarves. When they arrive however they are confronted with a challenge: Voorhan Greymail believes they are the descendants of those responsible for bringing ruin to his clan, and he demands justice. The PCs can simply fight Voorhan and his dwarven champion cohorts but by investigating the ruins they can reveal a compelling truth, prove their innocence, and flush the true culprit out into the open!
  • #184. SolSpace: Frozen Secrets. A full 31-page adventure! Before the SolSpace: The Spartan Gambit Kickstarter launches on March 3rd, get ahead of the game with this adventure by Darren Pearce. The USF Copernicus is investigating a mining colony on an icy world: why has it gone silent? A sci-fi adventure for Grade 6 characters.
  • #183. Night of the Living Dredd. This short adventure from Richard August is designed for a 2000AD game, but can be set in any modern or sci-fi setting. The Judges are trapped in a house being overrun by zombies! Can they survive long enough for the cavalry to arrive, or will they try to fight their way clear?
  • #182. The Curse of Bathwater Resort. The PCs enter into a village where all of the non-humans have been turning into humans. The trouble started a few days ago, after a travelling academic arrived. Now, both the mayor and the academic are missing, and the problems are getting worse! A short adventure by Jeff Gomez. With color art by Guilherme Sommermeyer.
  • #181. Tainted Remedies. Adventurers love a good deal and will be hard-pressed to pass up improved and discounted healing potions. Today's EONS article is all about exploiting a weakness for curatives, luring the party in with a generous offer that all too soon becomes an untenable necessity—will they become addicted or can they break the cycle?
  • #180. Deadly Injuries. A new wounds system which replaces the default WOIN HEALTH system, giving combatants scratches and injuries throughout the fight.
  • #179. Nobody Expects The SJS! In this interlude by Benjamin Rogers, designed for Judge Dredd & The Worlds of 2000 AD but which can be used in any sci-fi setting which has some sort of investigative police force (or even reskinned for fantasy settings), the PCs are summoned to an interrogation by the Special Judicial Squad to answer for a recent mistake or breach of conduct. Ideally, this interlude should take place at the end of an adventure, or during a lull in an adventure, while the events are fresh in the players' minds.
  • #178. Panic! These stress/panic rules for any WOIN game add a whole lot of tension to any horror-themed campaign, whether that be xenomorphs or ghosts.
  • #177. Monkey Business.This short adventure for use with Judge Dredd & The Worlds of 2000 AD can be easily used in any modern or sci-fi game. This adventure can be played in 1-2 hours, and makes for a great introductory or demo adventure. The adventure features a group of Judges dealing with a gang of apes which has taken over a department store, Bronson&Sons. It is designed for a group of four starting characters, and is intended to be a fairly easy encounter. It could also be played as a rival perp gang engaged in territorial warfare, or even citizens fighting back against the local ape gang.
  • #176. Games & Thrones. Meet the Courtier, Emissary, Politician, and Spy -- four new careers for fantasy settings, inspired by the intrigue and politics of Game of Thrones.
  • #175. The Cauldron: Minister of the Sapphire Star. GRAVE PIKE is a new sci-fi villain, a Minister of the Sapphire Star, a dark and foreboding religion. He has psionic powers and a chill aura, and inspires fear wherever he goes.
  • #174. Shield Mastery. Captain America. Achilles. Wonder Woman. Mighty Viking warriors. These exploits and customizations enhance the utility of shields in fantasy, modern, and future campaigns. 
  • #173. The Cauldron: The Siege of Concordant. In this article, the House Rings of the Cauldron are introduced. Each ring grants special powers to those of the correct noble bloodline.
  • #172. The Not So Lonely Road. Today's issue of EONS is a clever historically-sourced article that makes medieval overland travel exciting and engaging with just a few rolls of the dice!
  • #171. Killer Robots. Fans of The Mandalorian and Terminator: Dark Fate will enjoy this article, which contains stats for killer robots inspired by IG-88 and the Rev9!
  • #170. The Guardian Murderer. "The Guardian Murderer" is a short adventure by Charlie Brooks packed with high-action, interesting investigation, and a fantastic plot twist in the middle.
  • #169. Simple DescriptorsThis is an alternate descriptor system for your game, replacing the existing descriptor. It works slightly differently, and is designed to highlight a character's strengths.
  • #168. Desert on the Road. There's more adventure on the docket this week as we take you to a spontaneous desert, the arid and heat-blasted landscape a sudden and strange sight amid much more tolerable climes. How did such a thing happen? Who is responsible? Can such a thing be undone? Read on to find out!
  • #167. The Cauldron: The Pirate's Nest. Dawn Station is a secret asteroid base which hides a community of pirates and smugglers. This article details the organisation, and The Underdog, an ex-navy frigate just returned from a secret mission in The Cauldron!
  • #166. The Cauldron: Code of Honor. This article introduces two villains for your sci-fi games. The twins Din and Mion Scarra work together; Din is a charming sociopath, while Mion is a sadistic killer. 
  • #165. Cult of the Rat God. This adventure for 4-5 starting characters is a fun twist on an old gaming trope: the barkeep with a rat problem. In this scenario however the tavern owner is the source of his own problems, the unintended consequences of a misguided ploy to attract adventurers to his establishment gone awry, and now things have gotten terribly out of hand! Written by Jacob Gobhar, illustrated by Savage Mojo, and uses the cartography of Dyson Logos.
  • #164. Gifts of Nature. The Enchanted Trinkets series is back again with 10 minor enchanted items from nature ideal to be in the possession of—or given as gifts from—fey folk! Eat some sourberries then throw up on your foes, plant a root club when you need to slow down your enemies, ask a bark dog to go home and briefly visit its charming extradimensional abode, or unleash the bubble wand to either play at lights or break it to escape from imminent danger in the safety of its floating embrace. Written by Will Gawned; illustrated by Rachel Maduro.
  • #163. Wear & Tear.  Material components, backup buckles, oils and whetstones, extra munitions, replacement straps—there's a lot of maintenance to do when adventuring. Most Gamemasters gloss over these things but for campaigns that have a more old school or gritty feel that's part of the fun! With that in mind this issue of EONS approaches adventuring gear with several levels of maintenance and equipment naturally deteriorates over time. PCs can use their downtime or their coin to keep their blades, backpacks, tomes, and bedrolls in proper shape, and anyone that really invests their time or money to do so takes with them the best-crafted items (most able to take a beating). This handy subsystem is the design of Eran Aviram, illustrated by Renan Costa Morales!
  • #162. Animals. In this epic super-useful (I'd say vital to OLD, NOW, NEW, and 2000AD games!) 20-page EONS supplement, you'll find the definitive collection of over 50 animal stat blocks for use in your WOIN games. From gorillas to stegosauruses to poisonous snakes; from giant rats to guard dogs to polar bears. In here you'll find insects, beasts, birds, reptiles, and more! Never again will you need to quickly create an animal's stat block on the fly!
  • #161. Mama Bear's Revenge. After the accidental death of a bear cub, Fanghort the Druid went into the forest to make amends. Now, the lumberjacks are under organized attack from woodland creatures— and all of them talk. An adventure for characters of Grade 5.
  • #160. Angel's Bacchanalia. Legends speak of a solstice festival arranged by a mysterious angelic patron deep in the woods, an event where the angel forgives all sins and no depravity goes unindulged. The adventurers are approached by a grieving mother claiming that her daughter attended last year’s bacchanalia but never returned, and she offers a substantial reward if the missing girl's fate can be found. The PCs must attend the wild celebration, infiltrate the deranged patrons, and eventually confront the devils that lord over this revel and the degenerate cultists that attend it.
  • #159. The Cauldon: A Desperate Measure. A new location - The Burn - suitable for space-based sci-fi campaigns, along with a terrible psychic illness called Burn Fever.
  • #158. The Cauldron: Prologue.This article introduces the Annalist career and the Minister of the Sapphire Star as an NPC stat block.
  • #157. Skrivena Moc. Millennia ago, the demon Skrivena Moc was defeated by the great wizard Stariji. Rather than banish the demon and allow him to reform in the abyss, Stariji transformed the fiend into something more useful, a broadsword to bestow upon his champions. Centuries later, Stariji passed away and Skrivena Moc was left amongst Stariji’s tower to languish into obscurity. Once Stariji’s wards finally faded, his tower was sacked and young fortune seekers discovered Skrivena Moc once more.
  • #156. High Plains Drifter.Meet the Cowpoke, Gunslinger, and Preacher -- three new careers for Wild West campaign settings!
  • #155. The Coven of Sprigmir.In the arms race of the nobility, those privileged with true power and connections wield ever greater weapons. As such, many assassins and thieves exist to cater to their darker whims. The Coven of . Sprigmir is the greatest of these guilds, with agents within every noble court—at least according to them. This Coven is ran by the enigmatic Sprigmir, a death knight who has turned the business of collecting souls into an empire in its own right. By R. Christian Haining. Illustrated by Rafael Benjamin.
  • #154. The Fiendslayer's Arsenal. To end a demon's existence you often need more than steel and magic. You need special equipment, designed and tested by those who choose to dedicate their lives to end the most evil of evils. If you want to join the ranks of those who face the fiends, the alchemical equipment and magic items described here are right for you! By Charlie Brooks; illustrated by Phil Stone.
  • #153. Thanks for the Memories. Memory can be a funny, ephemeral thing and this article has almost a dozen charming little Enchanted Trinkets all revolving around mnemonic themes. When making use of these innocuous magic items not only will your adventurers gain a small bonus or extra ability, they'll briefly experience the memories of others as well. Whether we're talking about the ever-shifting map, flute of the forgotten feast, ivory knights, or plague doctor's mask this is an issue of EONS that you won't soon forget! Written by Charlie Brooks and illustrated by Rachel Maduro.
  • #152. Secret Faces of Velsburg. While traveling through the wilderness the adventurers come across a small hamlet plagued by a recent rash or murders committed by 'The Ghost'. The longer the party stay in Velsburg however, the quicker they realize that the supposedly bloodthirsty spirit preying upon the settlement is not the remote village's only mystery. In this sidequest to save Velsburg the PCs are confronted with a shocking truth underpinning it all and are presented with a dire dilemma: is it worth saving?
  • #151. Tree of Truth. For centuries the Tree of Truth has answered vexing questions of genealogy and paternity, but usurpers annoyed by this fail safe mechanism have gradually surrounded the magically protected tree with a vicious garden to prevent access to the truth. Most of those who try to trespass perish among the weeds, leaving their precious cargoes where they fall. Can the players reach the sacred tree and escape with the knowledge they need to avert a cataclysm? This mini-adventure for 3 to 5 grade 5 characters was written by John Gorkowski, illustrated by Savage Mojo and using maps by Dyson Logos!
  • #150. Skanafel the Devourer. Once a mighty and noble planetar warrior, the monster that is now Skanafel was captured during a raid against forces of a powerful demon lord. Dragged into the depths of that wicked domain, he was subjected to centuries of torment and mutilation—his wings destroyed, his face torn from his skull, and his mind and soul twisted and warped by vile demonic craft into an abomination of rage, destruction, and unending hatred for all he once was. Skanafel the Devourer has become a nightmare for the forces of good, a demonstration that even the highest of beings can be broken, corrupted, and remade into a fiendish weapon. By Joe Crow; illustrated by Mike Tenebrae.
  • #149. Head GamesHead Games begins as a gnome runs through the village square with a furious ogre hot on her heels. Her pursuer claims she stole something from him but Lellian insists that he gave her a sapphire pendant as a gift. Regardless of how the adventurers deal with the matter however, this ogre is only one problem that she's brought onto everyone's heads! As a budding enchantress Lellian has recklessly toyed with local's minds, using enchantment magic to acquire treasures without getting her hands dirty. While the gnome has several legitimate friends in the community her wanton use of persuasive magic has drawn some dangerous monsters into the area—including a tribe of orcs that don’t care how many people die before they get their vengeance! This mini-adventure by Charlie Brooks is best suited for PCs of 5th grade. Illustrated by Savage Mojo and featuring cartographybyDysonLogos.
  • #148. The Bidiseb. A new race of underground insectoid traders for your WOIN games! The Bidiseb are natural linguists, excellent hagglers, and have a sense for a great deal.
  • #147. Herbalist's Knapsack. These nine new herbs - Bloodwort, Devil's Bane, Doll's Eye Berries, Gold Caps, Hag's Tongue, Jelly Ear, Mandrake Root, Snowdrop, and Virola Bark - are used to create a variety of poisons, potions, and more!
  • #146. WOIN Magic Handout. This two-page handout is designed to easily summarise the O.L.D. magic system. The first page describes how to make a spell, and the second page is a sheet to record the details of your spell, with areas to enter the MP cost of each element.
  • #145. Gnomes & Beastmen. Two new races for your fantasy games! Choose from the mischievous, nature-loving Gnome, or the animalistic, lab-created Beastman.
  • #144. Crafting 101: Armor. In this follow-up to Crafting 101: Weapons, you'll find out how to craft armour (and other items!)
  • #143. Crafting 101: Weapons. Looking for a crafting system for your WOIN games? Look no further! This is the first part of a series which shows you how to craft items in-game. We start with crafting weapons!
  • #142. Fare Thee Well: The Wayfaring Qithar. A brand new race for your WOIN games, the Qithar are a race of fearless, inquisitive, wandering Smallfolk. Often getting themselves into trouble, the Qithar have an uncanny knack for getting out of it again. Complete with the Qithar Wayfarer career, stats for the Vudat (a unique Qithar weapon), and a table of random items a Qithar might pull from its pockets. By Michael Woods.
  • #141. Monstrous Careers. Customize monsters by adding on a simple career template. Fire dragon enchanters, troll berserkers, and goblin burglars await!
  • #140. Arcane Apparel. Dancing suits, intuitive hairbands, paradise parasols, prismatic gowns, and more! These magical items can be worn out at the opera or the duke's dinner party.
  • #139. Spell-Paths II. New spell-paths include Lightning, Illusion, Flight, Knowledge, and Weather.
  • #138. Spell-Paths. This is an alternative magic system for use in fantasy games. Mages purchase thematic spell-paths as exploits, and can cast spells on them with a rank equal to or less than their MAGIC attribute.
  • #137. Space Force AcademyFancy a career on a prestigious starship? To join the Union Space Force, you first need to go to Space Force Academy. This article details the careers and courses required to traverse that illustrious institution and emerge as a highly trained Space Force officer!
  • #136. One Hit Wonders: Mooks & Bosses. Rules for mooks, which allow your PCs to heroically dispatch minor foes with ease, and bosses, which are more powerful versions of regular creatures.
  • #135. Poltergeist. A malevolent and terrifying spirit which will haunt your WOIN games! Suitable for fantasy, modern, or sci-fi settings, the poltergeist is sure to challenge your PCs.
  • #134. Bezkusmet the Unscaled. Some laugh at the “naked dragon” and others question if he was ever truly draconic at all, but those that have crossed his path know that he is dubious and depraved, unforgiving in all respects, perseverant to a fault, and utterly consumed with achieving his own goals with no concern whatsoever for who might suffer in his hubris. By Mike Myler; illustrated by Claudio Pozas.
  • #133. Car Chases. Rules for theatre-of-the-mind car chases! This 7-page PDF contains rules for adjudicating exciting chases, inserting obstacles, a table of 36 random obstacles, and more!
  • #132. Healing Hands. Fantasy spellcasters have a wide variety of magical healing at their disposal. Now it's time for science to show that it can match anything than magic can do! These medical exploits are suitable for any sci-fi WOIN game (N.E.W., Judge Dredd & The Worlds of 2000 AD, etc.) and give your healer access to range of advanced healing abilities.
  • #131. Size Matters. In this article, we change the WOIN size categories into an attribute score.
  • #130. Children of the Storm. Storm-kin is a new race for your WOIN games! Neither truly humanoid nor fully capable of embracing the elements, storm-kin exist between two worlds. They most often take to the seas, compulsively chasing after storms so they can experience that tumultuousness up close. At the same time, a few adventurous storm-kin venture far from the waves, traveling to mountain peaks or even sand-swept deserts in search of new kinds of storms.
  • #129. Extreme Conditions. This article expands the conditions rules to allow PCs extra agency when scoring a critical hit, and adds a third level of severity to the existing tiers of conditions.
  • #128. Searching the River Styx. All your PCs just died? This adventure is set in Hell, and allows a party of characters to earn a second chance and return to their lives. A fallen angel, three horrific demons, and even Charon himself appear in this adventure as the PCs try to survive on the banks of the River Styx.
  • #127. Death Spirals! A brand new damage/health system for WOIN games where damage is applied directly to attribute scores.
  • #126. Hazards of the High Seas. Abandoned lighthouses, acid fog, floating villages, ghost ships, merfolk raiders, stowaways, and more! Jeff Gomez presents 20 potential hazards to liven up an ocean voyage!
  • #125. Random Mutations. This article expands on the mutation tables available in the core rules (N.O.W., or 2000 AD) from 36 possibilities to over 200. Note that this article is a playtest article, and feedback may affect future products.
  • #124. Skill Check Criticals. Expanding the options for what happens when you score a critical or a fumble when making a skill-based attribute check.
  • #123. Roll For Initiative? This alternate, experimental initiative system is presented for feedback. It is designed to be more dynamic, but will likely require adjustment.
  • #122. The Free-Founders Society. This secretive, informal organization can be found across the world. Members can contribute to the society though labor or service, and gain reputation and esteem amongst their hidden peers. In exchange, members can ask for goods or favors. Governments routine attempt to restrict or outlaw Foundries, but that's difficult when their members are everywhere. By Steven William Zundel 2nd; illustrated by Tamara Cvetkovic.
  • #121. Syndrathrax the Soul Hoarder. While technically an ancient fire dragon, Syndrathrax’s necromantic transformations and attempted apotheoses have forever altered her. Though she shares the massive size of her fellow red wyrms she is gaunt and skeletal, and her scales sapped of their red luster and now bone white. Thanks to the necromantic energy that permeates her body she radiates a faint spectral glow that she can mask when she chooses--the souls of those that she has swallowed are sometimes seen struggling vainly to escape in this light.
  • #120. Sumotori. Sumo as represented here is a mix of old and modern, of reality and legend. This is a new career for WOIN, based on the ceremonial Japanese fighting art. By Kevin Bryan; illustrated by Tamara Cvetkovic.
  • #119. Four N.E.W. Alien Races VIII. Another four alien races for your sci-fi games! Some new, some you may have seen before but updated to v1.2. Simps are uplifted chimpanzees. Agile and strong, they can climb and jump with ease. Saurians are a nomadic, reptilian races. Solurials are large, plant-based creatures, able to convert solar energy directly through the process of photosynthesis. They regard the devouring of animals and plants to be abhorrent and barbaric. Patient, and slow to act, they are known for their artistic natures. Taurans are imposing figures with the head of a bull and the body of a man.
  • #118. Tobias' Guide to Spirits & Spectres. Our "Ghostbreaking" series of articles for N.O.W. continues, with a selection of spirits, ghosts, spooks, and spectres you can throw into your game! Meet the Slime Bucket, Napolitano Brothers, Gray Librarian, Spectral Knight, Phantasmal Drake, and Grim Reaper! You'll need your special ghost hunting equipment from last week's article, "I Ain't Afraid Of No Ghost" to deal with these guys!
  • #117. We Ain't Afraid Of No Ghost. Anti-plasm binders, electromagnetic field (EMF) detectors, Ghostmobiles, spirit-spectacle goggles, and -of course - the "Spirit Stopper" anti-plasm particle thrower. All essential equipment for the budding chaser of ghosts, spirits, and other paranormal entities. By David F Chapman.
  • #116. Group Checks. This article introduces critical successes and failures to the group check mechanic, and provides a handy table to quickly adjudicate group checks.
  • #115. Mightier Than The Sword. These magical quills and parchments include the Bloodhound Quill, Inkwell of Eternal Rest, Quill of Perfect Recollection, Page of Infinite Obsession, and the Pen of Cunning Compulsion. By Charlie Brooks; illustrated by Xanditx.
  • #114. 7 New Android Careers. Meet the Construction Droid, Delivery Android, Demolitions Robot, Dispenser, Host/Hostess, Pleasure Droid, and Waiter Droid! These new careers are all suitable for Android characters.
  • #113. Four N.E.W. Alien Races VII. Welcome to the next in the series of Alien Races! This time we introduce: Nerons are humanoids with a talent for medicine; Pajak are sneaky insectoid thieves; Raptors are fierce reptiles descended from predatory dinosaurs; Roden, descended from rats, look as sly and shifty as their namesakes would suggest.
  • WOIN Character Builder. Interesting story about today's content. Over the last couple of years, I've tried hard to get a character builder made, and have commissioned no less than 7(!) coders in that time to do it. Last week, I decided to just learn PHP from scratch and make it myself. Here's the result!
  • #112. Enchanted Trinkets: Apprentice Wizardry & Side Hustles. Writer Christopher Ripple brings you 8 new enchanted trinket, this time suited to apprentice wizards, whether to help wit their studies or to play pranks on fellow students. These trinkets include the box of bees, library scarf, chime of muffled chanting, candle of the surreptitious scholar, listening quills, inkpot of the thrifty apprentice, tome of the endless tale, and the amulet of the pleasing bouquet. Illustrated by Phil Stone.
  • #111. Detailed Advancement Level. This article takes the Advancement Level system and divides it into six important categories with ALs from 0-15.
  • #110. Sorcery! An alternative, simpler magic system suitable for campaigns which don't use the full O.L.D. magic system.
  • #109. Quick Space Travel Speed Chart. This chart provides a quick reference for space travel FTL speeds at different Advancement Levels.
  • #108. Riotous Living. One way to gain REP in the WOIN system is to be rewarded it by the GM for deeds well done, or notoriety gained. Another way is to party all night, leaving a trail of chaos in your wake. These rules allow you to gain a point of REP at the cost of a random result...
  • #107. Eshaq the Zealotous. This mummy lord is a step above many other undead. An ancient, evil being, Eshaq comes with full statistics, plot hooks, and a unique lair. By Robert Lashley; illustrated by Indi Martin; cartography by Meshon Cantrill.
  • #106. Enchanted Trinkets II. The thirteen new minor magical items in this article from writer Robert Lashley include the inspiring pahu, smelly stone, midnight pearls, messenger ant, and more, making it easy to add a bit of flavourful magic to your fantasy WOIN games without unbalancing the campaign. Illustrated by Xanditz.
  • #105. Dark Decade: Creatures of the Night. Demonkin, Vampire Spawn, Werewolves, and Ghouls -- four new monsters designed for the newly-released N.O.W. Modern Action Roleplaying Game! But, of course, useful in any WOIN game!
  • #104. Deep Space Encounters II. This new selection of space encounters from Michael McCarthy includes a family of Saurian traders, a mad cybernetically enhanced Pajak, some Borians who aren't what they seem, a ship of silent androids, stage planetoids, exotic ships, and bizarre anomalies which change the laws of physics.
  • #103. Positive Conditions. Not all conditions inflict a penalty. Some may provide a bonus, instead. The Alert, Blessed, Bold, Energized, Hastened, Healthy, and Vigorous conditions can be granted by the GM in certain situations, or obtained via drugs, herbs, and some spells.
  • #102. Four N.E.W. Alien Races VI. The next four races in our ongoing series! Descended from a dog-like species, Kanids are loyal and friendly. The Kithik are mantis-like aliens with four arms. Laerrek, referred to by Humans as “Cyclops” are a one-eyed race with powerful perceptive abilities and the ability to see slightly into the future. Molluks are bulky creatures made entirely of rock.
  • #101. Four N.E.W. Alien Races V. In this instalment of Four New Alien Races we introduce two new races and update two older ones you may have seen before! Hellions are a red-skinned, horned, demonic looking race. Holograms are beings made of pure light. Houseki are a ponderous humanoid race made of crystals. Jamila are the perfect, idealized humanoid form and are shockingly beautiful to other humanoid races.
  • #100. Modern WorldsThis is EONS #100! As a celebration, the 100th issue is the full, brand-new, 59-page Modern Worlds book. You're the first to see this book. Learn how to design a modern setting, organisations, heritages, careers, foes, and monsters, along with a selection of predesigned enemies and a short adventure called "How To Make An Entrance".
  • #99. Medium Pacts. These pacts - contracts with sprits require the medium to spend an exploit for a portion of the spirit's energy. Spirits with whom pacts can be formed include Fixer of Broken Things, The Serpent and the Hanged Man, The Living Tome, The Thorn-Crowned Huntress, and The Invisible Gambler. By Christopher Bunge; illustrated by Ellis Goodson.
  • #98. Enchanted Trinkets I.  We introduce the first in a new series called Enchanted Trinkets! These 13 minor magical items include the Butter Knife of Perfect Serving, Flask of Inebriation, Signaling Ammunition, and the Wig of Styling, amongst others. By Erik Evjen; illustrated by Yihyoung Li.
  • #97. Starship Counters. The week's item is a PDF containing three sheets of starship counters on a 1-inch hex grid for use in your WOIN games! Every ship from the Starship Recognition Manual is included.
  • #96. Achilles: Hero of the Trojan War. Welcome to the first in a new series of ancient myths and legends brought to life in your WOIN games! We begin the series with the greatest Greek warrior of them all, the fearsome Achilles, hero of the Trojan War and slayer of Hector.
  • #95. Four N.E.W. Alien Races IV. We continue this series on alien races, suitable for sci-fi games (but perfectly valid in a fantasy game) with the reptilian Gineans, scavenger Gobbers, psychic Greys, and scholastic Gris!
  • #94. Four N.E.W. Alien Races III. Welcome to another four alien PC races for your sci-fi WOIN games! As before, you can easily use these in fantasy games, too! This time, you’ll meet: Clockmen, clockwork mechanoids who repair themselves with spare parts; Drahzik, a hunter culture of trophy seekers and bounty hunters; Fornians, a fungal race with the ability to emit hallucinogenic spores; Garga, a race of amphibious frog like beings.
  • ZEITGEIST #1: Island at the Axis of the World. Welcome to part one of the critically acclaimed ZEITGEIST adventure path! In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world's mightiest vessel of war: the R.N.S. Coaltongue, impervious to spell and cannon and armed with fire that could slay even a dragon. On the docks, constables keep a close eye on celebrants and troublemakers; in the shadows, conspiracy and betrayal threaten this technological titan on its maiden voyage. Meanwhile, on an island in the lush Yerasol Archipelago, enemy spies put their plans into motion, clouded with secrecy... An adventure for heroes starting at Grade 5.
  • #93. The Power of Christ Compels You!WOIN takes a darker turn as it adopts some themes from horror movies such as The Omen or The Exorcist. This article deals with demonic possession, and the exorcism thereof. Learn how to prepare for an exorcism, and how to connect the ritual itself. Also includes the new Exorcist career.
  • #92. Four N.E.W. Alien Races II. Following last week’s four new alien races, we have another four for your campaigns! This time, we introduce the Bragi, a cephalopod race, experts at piloting and astro-navigation; Changelings, naturally amorphous, creatures which have evolved to be able to mimick the shapes of others; Charons, a humanoid race mutated by radiation; and Chorax, eight-legged cannibalistic spider-people who experiment on others.
  • #91. Four N.E.W. Alien Races. This article, the first in a series, introduces four new alien races suitable for player characters. Acorax, humanoid bird-men; Adraxi, winged, featherless humanoid aliens who resemble pterodactyls; Argons, tall, fur-covered humanoids who live in tune with nature; and Betrux, stocky, beetle-like aliens with thick shells and waving antennae.
  • #90. Encounters in the Frigid Wastes. As the cold weather in the real world continues, we add some frigid encounters into your fantasy WOIN games. Avalanches, frozen bridges, mammoth warriors, winter riders, and wolves in the storm await in this article by James J. Haeck; illustrated by Ellis Goodson.
  • #89. The Trade War. The second adventure in the Code of Honor trilogy by Jacob Rodgers (a trilogy which started with The Palermo Gambit last month). In the Galileo Sector, settled by the ne-er do wells and "Businesses" of the Union, a trade war erupts between The YOEN Conglomerate and and Capitolia Business ... and when a trade war begins the Galileo Sector, the laser pistols follow quickly after. Illustrated by Ellis Goodson, Victoria Oliveira, Phil Stone, and Indi Martin.
  • Special UpdateThis week's update isn't a PDF - it's something much, much bigger! We have 83 starships for you, fully statted and illustrated! Need to grab an appropriate vessel for your PCs or a suitable foe for an epic space battle? Need the stats of that pirate ship, Spartan destroyer, or nimble freighter? You'll find civilian ships, plus ships from the United Space Force, Venetians, Borians, Ogrons, and Spartans! All illustrated by Ian Stead, some based on designs by Darren Morrissey; stats by Ian Stead and Russ Morrissey.
  • #88. SolSpace: A Brief Timeline. Welcome to the first overview of SolSpace, the "core" setting for science-fiction What's OLD is NEW games. This document contains a short introduction to the setting, a timeline of the setting's history so far, and maps of known space. The maps are also included separately as image files for convenience. Note that all of our settings, including this one, are available for use by creators selling content in the WOIN Community Publishing Syndicate.
  • #87. Deep Space Encounters. Spice up your space travel with these encounters in deep space! escape pods, space restaurants, debris fields, and rogue shots all present intergalactic challenges, and each has a handful of variations so that you can use them again! By Michael McCarthy; illustrated by Sade, Giacomo Marchesi, and James Gary.
  • #86. Urban Noir. WOIN covers a wide range of genres. Space opera, dark fantasy, modern action, spy thriller, and more. This article takes a look at the noir genre, offering game and setting advice as well as four new exploits suited to such settings. By Charlie Brooks; illustrated by Indi Martin.
  • #85. Behold My True Form! It can be hard to make solo "boss" monsters which are interesting enough to stand up to an entire party, while not making them a big bag of endless HEALTH which requires tedious chipping away. This article gives you some options for traits acquired when the monster hits half HEALTH, and when it hits zero HEALTH. By James Haeck; illustrated by Ellis Goodson.
  • #84. The Last Star Knight. The Star Knight career is expanded with a plethora of new powers, some inspired by a recent sci-fi movie which recently appears in cinemas! Learn how to call lightning, project your consciousness, or turn off your targeting computer....
  • #83. The Palermo Gambit. From writer Jacob Rodgers comes the start of a new trilogy! Set in the Galileo Sector, an area of space settled by criminals and ne'er-do-wells, the PCs will play scoundrels working for the gangster Boss Nadir. Can they locate Danos Petrar, and then infiltrate the warehouse in Palermo City? And how will they fare at the firefight at the Bull's Eye club? And finally, can they protect the freighter Gentileschi during the New Venice Run? Illustrated by Phil Stone, Indi Martin; cartography by Derek Ruiz.
  • #82. Faces of the Grotesque. This collection of five magical masks, fashioned out of a monstrous creature's visage, imbue your characters with the powers of the monsters they depict. Each mask has a history, powers, plot hooks, and curses and drawbacks -- the Goblin Mask, Mask of the Dragon, Dire Bear Mask, Hill Giant Mask, and Octopoid Mask.
  • #81. The Judicial Legion of Adventurers: Swift. Part of the Judicial Legion of Adventurers, Swift is the fastest person alive! Imbued with superhuman speed, he can run faster than the blink of an eye; so fast, in fact, that he can even walk on water or run up walls!
  • #80. The Judicial Legion of Adventurers: The Dark Avenger. The Judicial Legion of Adventurers is a group of powerful heroes dedicated to fighting evil and injustice. Their epic abilities, global renown, and awe-inspiring reputations are enough to make even the most depraved arch-villain think twice, and give alien invaders pause to reconsider the wisdom of going up against them.
  • #79. Faces of Hallow's Eve. These five dark artifacts are suitable for fantasy or sci-fi campaigns. Each is a grisly mask with evil powers and dangerous drawbacks - the Ghost Hood, the Hag Mask, the Mask of the Shamed Royal, the Visage of the Vampire, and the Slashed Faces. By Kiel Chenier; illustrated by Kim Van Deun.
  • #78. ZEITGEIST #: Island at the Axis of the World (Part 3). The ZEITGEIST adventure path continues! Can the party infiltrate Axis Island, and open the way for Risur's navy to take down the treasonous duchess?
  • #77. Psionic Gear. Twenty new psionic items, including grenades, companion stones, crystal masks, mainlines, psionic detonators, perception torcs, psi crowns, psychic cuffs, and much more.
  • #76. ZEITGEIST #1: Island at the Axis of the World (Part 2). The critically acclaimed adventure path continues! In this Act, the heroes will open the way for Risur's navy to take down the treacherous duchess by infiltrating Axis Island. Espionage and skullduggery abound!
  • #75. Life Events. These rules add to the career lifepath character creation system, adding personal, social, and extra-curricular events to your character's history, increasing the depth and richness of your character's backstory. Simply roll one life event for each career grade when first creating your character. You might get married, have an accident, win the lottery, or take up a new hobby.
  • #74. Rank & File. If your character belongs to an organisation, it's likely that they'll have a rank of some kind. Whether a fantasy pirate captain, or a veteran star knight, a grizzled watch commander, or a modern marine, a character's rank adds an extra level of immersion into the setting. These rules tie rank to REP for a wide variety of fantasy, modern, and sci-fi organisations.
  • #73. You're All Doomed! An abandoned wizard's tower resting atop a hill. A peaceful village threatened by the undead. Rumors of vast treasure buried in forgotten crypts. Sounds like the perfect start to an adventure! A little too perfect...
  • #72. Give Chase! Chases can be hard to run! In you're mind, they're an exciting cinematic adventure; in reality, they can end up being a tedious, plodding plotting of minis on a grid. The core rules explain how to run a chase; this article goes into a little more depth, describing how to make sure your chase scenes run smoothly!
  • #71. Danuki: Mischievous Shapeshifters. This new race for both OLD and NEW games introduces a diminutive race of mischievous changelings. These prank-loving beings are not known for their bravery, nut they love to take down the pompous and the aloft. By Carl Cramér; illustrated by Ellis Goodson.
  • #70. Racebuilding Engine. Are you players bored with the core races? Here's their chance to design their own unique alien or fantasy race using a point-based system. They'll choose its type, size, attributes, skill choices, and exploits and create something exotic and personal to them!
  • #69. Summoners. A brand new magical career, along with a new magical enhancement and a range of summonable fey spirits form this article by Nathan Thurston!
  • #68. Monster Design. Struggling with creating WOIN monsters and NPCs? This system takes you through the steps by choosing a template and power level and going from there.
  • #67. ZEITGEIST #1: Island at the Axis of the World (Part 1). The first part of the critically acclaimed adventure path is here! In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world’s mightiest vessel of war: the R.N.S. Coaltongue, impervious to spell and cannon and armed with fire that could slay even a dragon. On the docks, constables keep a close eye on celebrants and troublemakers; in the shadows, conspiracy and betrayal threaten this technological titan on its maiden voyage.Meanwhile, on an island in the lush Yerasol Achipelago, enemy spies put their plans into motion, clouded with secrecy...
  • #66. Deadly Traps. From acid pools to trash compactors to cursed glyphs to poison needles, traps are a staple ingredient in any adventurer's diet. This article tells you how to create a trap for your WOIN game, and includes 15 example traps ready to use, along with a (simple) trap generator.
  • #65. The Goddess Within: Playing Nymphs. These three new fey races for fantasy settings allow you to play an immortal forest, earth, or water nymph. These magical creatures are physical spirits of nature, with natural magical abilities. By Josh Gentry; illustrated by Tamara Cvetkovic.
  • #64. Black Powder Conjurer. This new magical career for fantasy games combines the arts of evocation with the explosive potential of gunpowder. The Black Powder Conjurer can use her guns to throw fire, as her weapons crash like rolling thunder.
  • #63. Trappist. Trappist-1 is a real star system about 30 light years from Earth, believed by astronomers today to have seven rocky planets in the star's habitable zone. Little do they know that in the future, humans will discover the crowded and vibrant system that is Trappist, with its seven populated planets. This 15-page article details the Tarppist system, its seven worlds, and the races who live on them.
  • #62. Conditions & Critical Hits. Some people like their critical hits to be a bit more "in your face". This alternate system of critical hits (and status tracks in general) makes them a little more dangerous, as well as a little quicker to use.
  • #61. Ten Magical Careers. WOIN fans have been asking for new magical careers for a while now, and so we present you with TEN of them! The Archmage, Battlemage, Enchanter, Healer, Icemage, Illusionist, Magician, Shaman, Soothsayer, and Witch/Warlock add to the seven magical careers in the core rules, taking you up to 17.
  • #60. Union Space Force. This short PDF contains the overall career structure diagram of the USF (Union Space Force). While the WOIN career structure is very freeform, specific organisations may have their own prerequisites. The diagram in this PDF indicates the order in which USF officers may take careers.
  • #59. Catalogus Naeniam. Got your copy of OLD and eagerly devouring the Elements of Magic spell building system? This article by Nathan Thurston contains 21 new spells all created using the WOIN rules! Ranging from the 3 MP Strike Through Stone to the mighty 37 MP Curse of the Beast, these spells cover a wide variety of magical skills and secrets.
  • #58. The Virosa Accord. The third and final adventure in the Nereid Trilogy, which began with The Last Survivor, and continued in Harvester Moon. The Virosa were first encountered in The Last Survivor; now the PCs are invited to join a First Contact mission to their homeworld. But can they deal with radical factions, assassins, and more? By Jacob Rodgers; illustrated by Indi Martin, Ellis Goodson, Giacomo Marchesi, Phil Stone, and Kier Lyles.
  • #57. Laser Swords. Laser swords in the N.E.W. core rulebook are a fairly basic affair. For those who enjoy their science fantasy, this article provides upgraded rules for laser swords -- six distinct sword colours, four weapon traits, and information on the Star Knight tradition of building and upgrading their own swords
  • #56. Incident at ICEREACH-1. In this adventure by Rob Nuttman, the PCs will find themselves investigating events at a lunar mining outpost. Can the heroes discover what happened at ICEREACH-1? What did North Atlantic Heavy Industries find below the ice of the Atinken Basin? Illustrated by Peter Woods, Xanditz, and Huy Man Van.
  • #55. Game ModesRegular and Cinematic Mode are two ways to modify the tone of your WOIN game. This article offers two new ways to play substantially different styles of game - Grit Mode (suitable for survival horror, or hard sci-fi) and Cartoon Mode (suitable for light-hearted games with ridiculous action). Also presented is a new ammunition tracking rule using the countdown pool mechanic.
    #54. Small Ships
    . One thing often requested for the WOIN system is support for vessels smaller than 1,000 tons. This article provides statistics for smaller vessels, along with select range of ship components from the Chen-Zua Corporation designed for ships of that size. Of course, those ships can use larger components, as long as they can fit them in, but these have been specifically engineered to accommodate smaller sized vessels. Also included are two sample ships, the Newton Class 0-I Shuttle and the Stingray Class 0-II Freighter.
  • #53. Size Matters! A shorter article this time, after the recent two adventures! This two-page article illustrates the different creature size categories in the WOIN system, from tiny housecoats to titanic monsters which crush entire buildings beneath their feet! Illustrated by Michael McCarthy.
  • #52. Harvester Moon. Harvester Moon, by Jacob Rodgers, is the second in the Nereid Trilogy which began with The Last Survivor. In this adventure, the PCs will track down the Ogron slaver Bauk and discover the ominous reason why ship crews have been captured in the region. New monsters, two new starships, and a brand new psionic-based starship weapon are included in this 15-page adventure. Can the heroes infiltrate the Harvester Moon, explore the slaver facility, survive the Reapers, and escape again? Illustrated by Victoria Oliveira, Ellis Goodson, James Gary; cartography by Meshon Cantrell.
  • #51. Into the Dreaming. A fey-themed fantasy adventure for starting PCs! The adventurers are trapped in a strange land - can they find their way home? And can they navigate the labyrinthine Hedgegrove, domain of Princess Daneliean Dandelion? By Kiel Chenier; illustrated by Egil Thompson.
  • #50. Ranged Brutes. Our 50th article! In settings which focus on ranged combat, especially sci-fi or modern settings, it can be hard to balance an encounter against melee opponents, especially those big brutes which make mincemeat out of sword-wielding PCs in fantasy RPGs. When you can perch at cover and snipe a T-Rex to death, it's not much of a threat. Of course, WOIN already addresses the encounter reward by basing it on how hard the encounter actually was, not on how hard some equation says it should be, but sometimes you just want your brutes to give your ranged PCs a hard time. This article will help you do that with advice on existing exploits and a range of new exploits like Come Here, Living Shield, Monstrous Leap, and more.
  • #49. Light & Dark. When Vader warned Luke that he underestimated the power of the Dark Side, he was not joking. As the Ring slowly corrupted Frodo, it had visible and mental effects on him. As clerics fail to uphold the ideals of their god, their patrons turn away.This short set of rules introduces the Shadow Track - a way of tracking Light and Dark points. As characters ascend into the light or descend into the darkness, they gain manifestations.
  • #48. Uplifted. Six new PC races for your WOIN games! These uplifted species are descended from dogs, crows, pigs, rats, chimpanzees, and elephants! They join the existing Felan in the ranks of WOIN uplifted races.
  • #47. Trader Captains. Taking up a career as a trader, merchant, smuggler, or pirate? Then this document is for you! Details on trading rules, cargo types, permits, fuel costs, and more enable you to begin trading right away!
  • #46. Cauldron Cant. Instead of an article, this week we're giving you a font file. Cauldron Cant is a futuristic font created by Darren Morrissey which you can use in your games for player handouts and the like. Simply install the font (that's the .ttf file attached) and use it as a letter/number substitution.
  • #45. Tartarus. Welcome to Tartarus, the greatest space station in the galaxy! Located in The Cauldron, Tartarus is home to 7-million people and aliens. This 12-page document gives an overview of the station, a handful of notable locations and NPCs of note, random encounter tables, and a sample starscraper floor, 323 Maple Grove, with details of the 40 business to be found there and plot hooks to bring it alive.
  • #44. Specialist Armor: 37 New Armor Types. Is the basic armor list in the NEW core rulebook not quite doing it for you? Would you rather be showing off the latest TD85 Scorpion Flexible Armor Suit, a Guardian A9 Energy Sheath, or prize of the rich socialite, the DE76 "Ninja Machine" Molecule Mai? Or perhaps some of the latest Price-Arakaki Rubber Armor or some Carapace Body Armor (don't run into any insectoids while wearing that....) 37 new armor types ranging from SOAK 3 all the way up to a mighty SOAK 26... if you can afford it!
  • #43. Damage Report! Want to add a little more detail to ship damage during starship combat or crash landings? These advanced rules enable PCs to track damage to their vessel on a system-by-system basis.
  • Special EONS Content: Universal Upgrades. This (free) update compiles a number of existing sci-fi themed character focused articles - new races, exploits, and so on. It's not new content, but it's being compiled for a small 40-page print book called Universal Upgrades. As patrons, I felt it only appropriate to give you guys the PDF for free. It'll be appearing in print format fairly soon as an official supplement.
  • #42. Variant Humans. The universe is a large place, and humans spread everywhere. After a while, they adapt to their new environments - high gravity, low gravity, asteroids, planets orbiting black holes, even clones born in chemical tanks. This article introduced four variant human races for sci-fi games: the Belters, who come form low-g envirnments such as asteroids, starships, and small planets; the Jovians, who come from planets with crushing gravity; Clones, who are created in tanks and emerge fully formed into the world; and the Warped, crazed humans who live near black holes.
  • #41. Premum Non Nocere. This sci-fi adventure from writer Jason Watson deals with an abandoned medical freighter and its missing crew. What happened aboard the ship, and can the PCs locate and rescue the crew? Including full colour maps, and a tough new monster (the Kremlin Beast), this adventure is designed for advanced characters of grades 10+. Illustrated by Meshon Cantrill, Indi Martin, Phil Stone, and Egil Thompson.
  • #40. Reputation, Contacts, & Credit. Your REP score is more important than you realise. It's not just fame - it also controls your credit rating, and your access to aid in the form of contacts. Using these simple rules, your characters can obtain goods on credit, and request assistance from people they have known in their lives. Need that old college roomate to leave the door to the museum wher ehe now works unlocked? Want to call in the expertise of your old xenobiology professor? Can't quite afford that new laser gatling gun? If so, this article is for you!
  • #39. Minotaurs, Goblins, & Clockmen. Three new PC races for your games! These races fit in with any fantasy setting, and ar ealso suitable for sci-fi games. Minotaurs make great gladiators, sailors, pirates, and lair guardians; goblins are cunning, thieving little scrappers; and the mechanical clockmen believe in order and structure. Also included are two new careers and two new weapons.
  • #38. ZEITGEIST Player's Guide. There's quite the treat today for EONS patrons! A 67-page setting book, detailing the ZEITGEIST campaign setting for the WOIN rules. Those of you who know of ZEITGEIST may have noticed its influence in the OLD rules, and this book lays out the full world, details the principle city of Flint, and delves into the Royal Homeland Constabulary, an organization that PCs in ZEITGEIST might belong to. Also included are 3 new races and 9 new careers, such as the Docker, Gunsmith, Technologist, Eschatologist, Vekeshi Mystic, Skyseer, Yerasol Veteran, and Martial Scientist. ZEITGEIST is a world on the brink of an industrial revolution, with central themes of conflict between the old ways and the new, magic and burgeoning technology.
  • #37. What Does My LOGIC Score Mean? Wondering whether you can read or write? How many lnaguages you can speak? How best to roleplay your LOGIC attribute? This article is here to answer those questions, taking at look at what each LOGIC score means for your character.
  • #36. The Devil On Your Shoulder: Careers for Antiheroes. This article presents new criminal careers with potential for reputation and wealth, but accompanied by risk - the Anarchist, Criminal Informant, Forger, Money Launderer, Psionic Interrogator, and Vandal. By Anthony Jennings.
  • #35. Explosive Ordnance. Want some heavy weaponry in your sci-fi game? This selection of bazookoids, mortars, and rocket launchers will be sure to create a heck of a mess! Burst weapons come to WOIN with a bang - literally!
  • #34. Creatures of Nightmares. Horrific creatures suitable for fantasy or sci-fi settings, these nightmarish beings embody your darkest dreams and touch your deepest fears or shame. A deadly foe for any horror-themed scenario. By Simon "Skipp" Morin and Mike McCarthy; illustrated by Xanditz.
  • #33. Trailblazer 9 Heavy. The Trailblazer Heavy vessels are over a hundred years old and were designed to cut routes through the nightmarish hazards that fill the space of the Cauldron. When TB9H becomes a runaway train headed straight for the planet of Diana, can the PCs figure out what is going on and stop the ship before distaster strikes? By Alasdair Stuart; art by Sade, Ellis Goodson, and Indi Martin.
  • #32. Against the War Mind. This adventure by Mark Kernow puts the PCs on the trail of a renegade AI and a sinister corporation. Will they manage to stop the War Mind before it enacts its deadly plan of revenge? Illustrated by Phil Stone, Sade, and Egil Thompson. Cartography by Michael McCarthy.
  • #31. The Kryte. The Kryte are a psionic race of interplanetary raiders - Viking-esque creatures of floating crystal. This article contains a new PC race, a typical Kryte Raider starship, and a Kryte Marauder creature stat block.
  • #30. The Last Survivor. This 21-page adventure, by Jacob Rodgers, is designed to be dropped into any WOIN sci-fi game. The PCs will investigate a mysterious ship, battle an Ogron slaver, and rescue the ship's crew. Also includes a sector map, deck plans of the SS Selkirk, stats for the Selkirk and the Ogron All-Master Warship, and a new alien species, the Virosa. Illustrated by Michael McCarthy, Darren Morrissey, Gicaomi Machesi, Sade, and Indi Martin.
  • #29. Houseki, Pajak, Jamila, & Zetan: 4 NEW Alien Races. The Houseki are a race of good-natured, ponderous crystalline beings. The Pajak are greedy insectoids. The Jamila are beautiful humanoids who exude strong pheromones. And the Zetans are a race of phased beings who move with incredible speed. All of them are official new player-character races.
  • #28. Royal Blood: The Divine Right of Kings. This article introduces royalty into your WOIN games, whether it is a fantasy or far future setting. It contains the new Monarch career, and the Royal Birth origin, with information on legitimacy, featly, and an expansive section on royal titles and how to build your own like Her Revered Majesty, Agathe the Lawgiver, Queen of Andalor, Custodian of Heaven, Tribune of the West, or His Serene Excellency, Mandallan the Pious, Hammer of the Gods, Commander of the Nine Kingdoms, Heir of the First Men.
  • #27. Wild West Weapons. Take up your Colt Peacemaker, Winchester Rifle, or a stick of dynamite and bring a little of the Old West into your WOIN games! This article introduces a range of handguns, longarms, and explosives.
  • #26. Racial Paragons. This is a free article; you will not be charged for it (though you do need to be a patron to access it). It is being presented as a playtest concept, and may make it into a WOIN rulebook in the future. This simple one-page article presents a way of buying new grades in your race rather than your career. Please give it a try and let us know how it goes - your feedback will determine whether it makes it into a future book!
  • #25. Hobbies & Quirks: New Hooks. The hook part of a character's descriptor gets a boost in this article, which describe two types of hook - hobbies and quirks, along with new rules for the use of each. Also included are random tables to help players select each.
  • #24. Ageing With Grace. This article takes a look at playing older characters - along with a range of exploits only available to old characters, two new careers for old characters, and special XP-gaining Bucket List rules and Life Events to help flesh out your PC.
  • #23. Solspace: A Guide to our Stellar Neighborhood. This short document contains a hex map depicting the positions of the dozens of (real) star systems within 10 parsecs or so of our own Sol system, along with a list of each star's stellar classification. This is conceived of as a tool for those designing settings based on real astronomical data. The hex map is scaled at the standard 1 hex = 1 parsec size used for WOIN space travel. The document also contains a brief recap of the stellar classification found in N.E.W. The Science Fiction Roleplaying Game, and WOIN Space.
  • #22. People of the Fey Realms. This article for fantasy campaigns (or sci-fi campaigns with fantasy elements) introduces three new player races - the musical faun, the mischievous gremlin, and the plantlike spriggan. All three races are fey races.
  • #21. Drahzik. Another new alien species for N.E.W. games (or any sci-fi WOIN game), the Drahzik are a race of hunters. This article includes the Drahzik race, the Drahzik Hunter origin, and the Drahzik Manhunter career, along with a selection of Drahzik weapons and armor.
  • #20. Solurials. EONS' 20th article! This new alien species for futuristic campaigns is a plant-based race with thick bark for skin, lashing vines, and a healthy respect for fire. Here you'll find the Solurial race, the Solurial Sharmarin Class VI Scout (a organic starship), and the Solurial Shepherd origin career.
  • #19. Revenants: Death or Vengeance. This new race for fantasy, modern, or future campaigns allows you to play one of the living dead, a walking corpse driven by revenge, justice, or unrequited love. 
  • #18. Tomb Worlds: Graveyards of the Elder Races. Designed to slot into the WOIN world creation rules found in Building A Universe and the N.E.W. roleplaying game core rulebook, this article by Anthony Jennings introduces the remnants of long-dead civilizations, with tables to determine how the civilisation fell, the current state of the ruins, and more. Also included is a sample world, Clarke VII.
  • #17. Flintlocks & Bayonets: New Archaic Pistols. For those who like a little archaic gunpowder in their WOIN games, or who enjoy the thought of Grand Elf Musketeers, this article introduces the axe-pistol, bayonet, blade pistol, duelling pistol, hold-out pistol, hilt pistol, ogre pistol, shield pistol, and the twin-barrel pistol, as well as four magical pistols.
  • #16. 3.x Spell Conversions: Level 1 Arcane. From writer John Lynch comes this collection of over 40 spells converted from the original 3E/Pathfinder/d20 rules to WOIN's Elements of Magic system. This collection contains all of the core 1st-level arcane spells from the aforementioned games.
  • #15. Knowledge Checks: What We Know. What do you do when your players ask "What do I know about that creature?" You ask them to make an attribute check, of course. The difficulty of that check is defined by two things: how common or rare the creature is; and how famous or infamous it is. A fire dragon is very rare, but it is very well-known. 
  • #14. An Axe to Grind: New Archaic Axes. The core WOIN rules contain a small handful of axes. This article expands on the list, increasing the number of different axes to over 20. From boarding axes to Danish axes to Dwarven axes to the Amazonian Sagaris, these new axes are accompanied by the Woodcutter origin and two magical axes (the Executioner's Axe, and the Royal Dwarven Waraxe), along with a range of new weapon properties.
  • #13. RESOLVE: Horror, Sanity, & Social Combat.  The RESOLVE score is a combination of sanity and social combat rules. These rules allow characters to charm, persuade, intimidate, and more, and also allows special magical effects (like a ghost's keen) directly attack RESOLVE rather than HEALTH.
  • #12. Heroes of the Far East: Ninja. The ninja is a favourite career for fans of Eastern settings or characters. This article presents two new careers: the ninja (a master of shadow) and the shinobi (a master of disguise). These two careers are adept at espionage and infiltration. Also included are details of the ninja's equipment, including smoke bombs and shuriken. This is the first article in an occasional series which will also include the samurai, wu-jen, and more.
  • #11. Elemental Magic: Transforming the Terrain.  Use transformation spells to transform the very terrain around you! Whether turning the floor to lava, ice, or writhing plants, these uses for transformation magic are ideal for battlefield control. Also includes a selection of sample spells - entangling vines, greasepatch, lava field, vine chains, and watery grave.
  • #10. Emergency: Divert All Power!  "Divert power to the engines and get us out of here!" - a command many have heard uttered on their favourite sci-fi TV show. These advanced rules for WOIN starship combat allow vessels to divert power to Engines, Shields, Weapons, or Point Defences, or to access emergency Auxiliary Power when in dire straits. Next time somebody tells you that the rear shields are down to 30%, you know what to do!
  • #9. Bastards & Apprentices: Six New Fantasy Origins. Adding to those in the core rules are the Apprentice, Bastard, Chosen One, Feral, Nomad, and Villager origins for fantasy/archaic characters.
  • #8. En Garde! Melee Combat Stances. This article adds an additional tactical element to melee combat. Different stances can not only grant warriors benefits, but they can also be used to negate the advantages gained by an opponent's choice of stance.
  • #7. Runewright. A brand new career for fantasy settings! The runewright uses runes and spells to set traps, enhance weapons and armor, and more, resulting in a spell caster who can stand toe-to-toe with more skilled martial opponents.
  • #6. Endeavour Class XI Cruiser. This item is a freebie to EONS patrons - you won't be charged for it, though you need to be a patron to access it. The Endeavour is the navy's flagship exploration class vessel; 12 of these ships were built, and the first - the FSS Endeavour itself - mysteriously vanished during its second multi-year mission. This article presents the Endeavour Mk I and Mk II cruisers, along with full stats, background information, speed trials, and a list of Endeavour class cruisers and their current status.
  • #5. Junker Class I Courier. The quintessential starting ship, the Junker Class I Courier is small, cheap, and commonplace. Originally designed mainly for inner-system travel, the Junker's operational range is limited. However, later models included FTL engines which extended its range and helped transform the little vessel into something more suited to intergalactic travel. If you are just starting up a WOIN sci-fi campaign, this little ship is an ideal starting vessel for your PCs.
  • #4. New Universal Exploits. Nearly 30 new universal exploits which allow you to fight blind, cleave, lunge, sunder, throw anything, and much more.
  • #3. The Face of Treachery: Night Elves. Evil has a face, and it is the night elf. Night elves - cousins of the wild sylvan elves and the stoic grand elves - are known for their lies, their treachery, and their poisons. Rarely venturing from their pale white citadels, these evil fey are sometimes encountered in small bands led by the feared magisters. This article introduces the night elf, both as a PC race and as an enemy or foe, with stat blocks for the night elf and the night elf magister, along with details of the famed night elf blinding poison.
  • #2. Children of the Earth. This free article is a taste of the sort of material you can expect from EONS magazine. Designed for fantasy campaigns, this article introduces three new dwarf races - the resolute flint dwarves, the exalted jade dwarves, and the dark, flesh-eating obsidian dwarves.
  • #1. New Upgrades for Androids. This free article is a taste of the sort of material you can expect from EONS magazine. Designed for sci-fi campaigns, this article contains over 30 new upgrades for android characters, along with guidelines on how to turn the numbers on an android's character sheet into technical specifications. The article also includes rules on designing and building robots - non free-willed mechanoids.
$234.37 of $250 per thing
This is where EONS can afford to pay freelancers to write articles. It's a goal to bring in new writers, and pay them a fair amount for their work. 
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