Best of
Gaming
1996
Battletech: A Game of Armored Combat
Bryan Nystul - 1996
But great power bred great corruption, and civil war now threatens this uneasy coalition. This field manual provides a profile on every Lyran Alliance regiment, including their loyalties, as well as 'Mechs and equipment unique to this powerful House.
Mage: The Ascension
Kevin Murphy - 1996
Mage is the 3rd game in t he Storyteller Series. '
Volo's Guide to the Dalelands: Forgotten Realms; "Volo's Digest" Accessory
Ed Greenwood - 1996
Titanic: Adventure Out of Time: Hints & Solutions
William H. Keith Jr. - 1996
The reader/player assumes the role of a British secret agent on the liner and the book gives the clues needed to complete the mission.
Resident Evil Pocket Guide
Ronald Wartow - 1996
It gives solutions and strategies players need to survive, and the critical elements are highlighted for those who want to conquer the game quickly.
Faiths & Avatars (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9516)
Julia Martin - 1996
Detailed in this 192-page core supplement are the most prominent religions and deities of the Realms. Each divine power is covered in depth by an entry that includes information about the deity's appearance, personality, worshipers, portfolio, aliases, domain name, superior, allies, foes, symbol, worshipers' alignments, avatar, manifestations, church and specialty priests. The information on each religion includes its core dogma, day-to-day activities of priests, holy days and important ceremonies, major centers of worship, affiliated orders, and the priestly vestments and adventuring garb of members of the clergy. Finally, each entry contains spells specific to each of the religions - some new, some long unavailable or hard to find and some updated to conform with the current AD&D game rules. Faiths & Avatars includes: • All the greater, intermediate and lesser deities of the Faerûnian pantheon • The honored dead, including Bane, Bhaal, Moander, Myrkul and Leira, among others • Expanded and clarified specialty priest classes and specific spells for all religions with priesthoods • Color illustrations of priests from every faith in ceremonial dress • Four additional general priest classes now official to the Forgotten Realms campaign setting: crusaders, monks, mystics and shamans.
Super Mario 64 Game Secrets: Unauthorized (Secrets of the Games Series.)
Pcs - 1996
It's a good thing Mario kept pace- he'll have to pursue the bad guys across 15 courses! It will be an even better thing if you've got this guide- it covers them all!Inside "Super Mario 64 Unauthorized Game Secrets" you will - Find the three super-secret Switch Palaces- Discover the hiding place of Mario's dinosaur pal, Yoshi; flying wings; and one hundred free lives- Defeat Bowser in a one-on-one fight that'll decide the fate of the princess- Learn to lava surf using Koopa skills- Discover lots, lots more! Each of the 15 courses is tipped to death- every star, every coin, every warp area, and every secret!
The Serpent River
Sean R. Rhoades - 1996
On the Dragon's broad back we can ride anywhere. From the gates of Throal to the depths of the Servos Jungle, to the treacherous edges of the Mist Swamps or even into the dark heart of the Blood Wood. The Serpent reaches everywhere, tying us all together." -- Jedaiyen Westhrall, t'skrang riverboat captainFrom the loaded cargo boats of the powerful t'skrang trading houses to the fishing skiffs of a hundred hinterland villages, people of all kinds ply the waters of Barsaive's mightiest river, risking its dangers for profit or adventure. Dangers abound, from hidden currents and swirling rapids to fearsome pirates willing to kill for booty.The Serpent River sourcebook offers gamemasters and players an indepth look at the Serpent River and the people who live along its shores. This book includes detailed descriptions of the six great t'skrang trading houses, the thriving coastal city of Urupa, and various settlements along the Serpent and its major tributaries. It also includes new rules for ship combat, plus descriptions and statistics for several new riverboats and other types of water craft.
Monstrous Compendium Annual: Volume Three
Keith Parkinson - 1996
Welcome to Year Three! Drawn from our best adventures! Drawn from our best adventures of 1995 - not to mention the award-winning DRAGON DUNGEON, and POLYHEDRON Magazines - this annual also marks the return of many old classics and introduces some nifty new critters.
Magic: A Manual of Mystic Secrets
Louis J. Prosperi - 1996
Before you run off after that Horror you ought to summon a fire spirit and trap it in your sword. That'll give ol' pus-face something to think about ...""Of course it can be done. Enchanting your own magic item takes almost as much time and effort as rescuing one from an old kaer and finding out what makes it hum, but making it yourself is a bit less dangerous than adventuring. I suppose you didn't know you could design your own spells either, or travel to the netherworlds? Are you sure you didn't exaggerate about how long you've been studying your Discipline? Well, sit down son, because there's a lot I can teach you about how to use magic. Just try to be worthy of the lessons, because you'll pay the cost one way or another ..."Magic: A Manual of Mystic Secrets expands the use of magic in the Earthdawn games and provides rules for using magic in previously unexplored ways. In addition to offering a spell design system, this book describes new uses for thread magic and blood magic, and contains rules for enchanting and creating new magical items, summoning spirits and exploring the reaches of astral space. This sourcebook also includes rules for playing a shaman, a new magician Discipline.
The Thrawn Trilogy Sourcebook
Bill Slavicsek - 1996
From the deepest reaches of the Unknown Regions, an heir to the Empire emerges: a brilliant tactician, a ruthless adversary, and a cunning warlord capable of leading the Empire back to its former glory.A warlord named Grand Admiral Thrawn ...The Thrawn Trilogy Sourcebook repring and updates material originally presented in sourcebooks covering Timothy Zahn's epic three-book cycle. This volume contains complete information and game statistics on all of the characters, aliens, creatures, vehicles, droids, planets and starships from the novels
Heir to the Empire
,
Dark Force Rising
and
The Last Command
.
Talent Law
John W. Curtis III - 1996
In addition, GMs can now create new races that are inherently balanced against all other races in the game!In Talent Law you get: -- A point-based system for background options that allows characters to select from: -- Special Training (e.g., Elvish Training, Natural Horseman, Outdoorsman, etc.) -- Special Abilities (e.g., Lucky, Eye of the Hawk, Blessed by War God, etc.) -- Physical Abilities (e.g., Infravision, Resilient, Ambidexterity, etc.) -- Mental Abilities (e.g., Telepathy, Battle Reflexes, Photographic Memory, etc.) -- Mystical Abilities (e.g., Destiny Sense, Look of Eagles, etc.).-- Complete guidelines for the GM to customize the background options to his own world.-- A new system for determining starting wealth for characters based upon their selected wealth levels (e.g., a character can choose to have a wealthy background or a penniless peasant background).-- A point-based system for a GM to use in creating new races for his world. Using this system will result in new races being balanced when used with all of the races currently in the RMSS.The Ultimate RPG ToolkitOne system; one set of rules; all possible games! The Rolemaster Standard System provides you, the Gamemaster, with all the guidelines you need for your role playing games. Just choose the tools your current game requires, and you are off and running.There are four core books that will allow you to runany fantasy-based game: -- Rolemaster Standard Rules: "TM" The rules needed to play Rolemaster with 20 professions and dozens of training packages.-- Arms Law: "TM" The complete Rolemaster melee and missile combat system!-- Spell Law: "TM" The complete Rolema
Warhammer Rulebook. 5th Edition.
Rick Priestley - 1996
Cthulhu Live: Live Action Horror Game Set in the Worlds of H.P. Lovecraft
Robert H. McLaughlin - 1996
The book contains a tremendous amount of information, ranging from the game mechanics of character creation, skill use, and combat, to the more challenging tasks of make-up, costuming, monster building, prop construction, and running a live-action game.