Globetrotters’ Guide to Weird Science

By on 11 September 2012
Leagues of Adventure

Globetrotters' Guide to Weird ScienceThe Industrial Revoluation has given way to the Age of Weird Science. From lone eccentrics working in garden sheds to government-funded research projects, weird scientists are producing ever more useful, and wacky, ways to improve (and end) the lives of citizens. Whether you need a device to aid globetrotting or a more efficient way to kill your enemies, help is at hand!

This supplement contains write-ups on five Leagues, 43 gadgets, 14 weapons, three vehicles, two living creations, three sample player characters, and a page of henchmen with a scientific bent. The devices follow the same format as per the core rules, giving players the information they need to create their own variants or improve existing models. In addition, each weird science device comes with a list of Leagues mostly likely to have access to the technology.

This product is fully compatible with the Hollow Earth Expedition RPG.

About Dave McAlister

Dave has been roleplaying for over 30 years, having played and/or run most mainstream systems with the espionage genre being an early favourite. So much so that, in 1999, he started Modus Operandi. That same year he joined the Sarbreenar "Living" campaign team as their plotline controller before moving across to the Living Spycraft campaign team (as UK Regional Branch Director) in 2003. 2003 also saw the birth of UK Role Players as well as Dave's first freelance writing appointment (co-writing World Militaries and consulting on both US Militaries and Battlegrounds, all for Spycraft). Since then, Dave has concentrated on supporting the UK gaming scene. He has organised and run several small, one-day, events and was the RPG Area Manager for Gen Con UK in 2004. His current favourite systems are Dungeons & Dragons (specifically 5th Edition), Savage Worlds and Cinematic Unisystem. He has a (currently neglected) blog at and runs a D&D 5e SRD website at

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