Best of
Gaming
2003
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner - 2003
Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide
Bryan Stratton - 2003
Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and items�including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them
Monster Manual
Skip Williams - 2003
Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.Over 200 creeps, critters, and creatures keep players on their toes. From aboleths to zombies, the revised "Monster Manual" holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. The revised "Monster Manual" now contains an adjusted layout that makes monster statistics easier to understand and use. It has 31 new illustrations and a new index, and contains expanded information on monster classes and playing monsters as heroes, along with information on how to take full advantage of the tie-in D&D miniatures line planned for the fall of 2003 from Wizards of the Coast, Inc.
Savage Worlds Explorer's Edition
Shane Lacy Hensley - 2003
The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!Savage Worlds handles pulp action, gritty noir, supers, hard scifi, space opera, horror, and anything you can imagine!
Final Fantasy X-2 Official Strategy Guide
Dan Birlew - 2003
The guide also features complete abilities lists for all 17 dresspheres and special dresspheres. The abilities and status bonuses for all 60 Garment Grids are also revealed in this detailed section. All-inclusive bestiary uncovers everything gamers need to know about each fiend--strengths, weaknesses, and immunities, plus the items that can be stolen or attained by defeating these enemies. Extensive mini-game coverage and a flowchart that reveals every gameplay decision and its end result, so that players can master 100% of the game! Top notch boss strategy, area maps, accessory and item inventories, and much more!This Signature Series guide also features a special, two-sided poster with expanded coverage of the Alchemist, Lady Luck, and Gun Mage dresspheres.This title is available for sale in the U.S. and Canada only.
Draconomicon: The Book of Dragons
Andy Collins - 2003
It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies.There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons including illustrated lairs and rules for creating treasure hoards. The book itself is designed in a prestige format, with heavy use of art throughout and constructed of premium materials.To use this supplement, a Dungeon Master also needs the Player's Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
Byrne's Complete Book of Pool Shots: 350 Moves Every Player Should Know
Robert Byrne - 2003
Players of every skill level will find ways to improve their game and get ahead of their opponents with 350 of Byrne's clever and intricately diagrammed moves ??—?? many of which are outlined here for the first time by one of the game's most masterful players and teachers.
The Hobbit - Prima's Official Strategy Guide
Jeff Barton - 2003
There and Back Again - Thorough adventure and combat strategies - Exclusive maps for every area in the game - Crucial weapon tactics - Critical sidequest paths and strategies - Complete info on all pick-ups
Rifter #9 1/2
Kevin Siembieda - 2003
This Special issue is for Palladium's fans from all of us to all of you. Enjoy it. April Fool's Day News & Coming Attractions. Giga-Damage, the ultimate rules for power gamers! Ludicrous Mage O.C.C. and Ludicrous magic. Trickster Mage O.C.C. and Card Magic. Tourist O.C.C. and related powers. Magic items and uncommonly silly spells. Wacky Superheroes, villains, and powers. Where's Wayne -- HU2 adventure. Question and answers (whether you want 'em or not). Wild ideas and fun galore.
Midnight (Midnight)
Jeffrey Barber - 2003
Players enter a world where evil rules and darkness has fallen across the land. They must fight for hope and justice in a realm where heroes are condemned and the elder races are hunted to the brink of extinction.
Shadowrun (FPR25000)
FanPro - 2003
Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged - the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner - a street operative. You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner - a professional. You don't just survive in the shadows - you thrive there . . .! for now. Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies the rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.
The Legend of Zelda: The Wind Waker - Official Strategy Guide (Authorised Collection)
Piggyback - 2003
This book is your companion through the complex and secret world of The Legend of Zelda - the Wind Waker. The Legend Lives On...and this latest book from piggyback ensures that you have all information at your fingertips. The Legend of Zelda - the Wind Waker is covered from start to finish in these 198 full-colour pages. With over 5 month's in development, this guide ensures that you discover everything in [Link]'s latest adventure: secrets, mini games, sub-quests, characters, puzzles, maps, weapons and more. This book offers a quick entry for novices as well as all the detail required by seasoned Zelda gamers. 56 pages dedicated to secrets, mini games and sub-quests alone! A step-by-step walkthrough Complete overview maps with all items and treasure chests New back cover fold-out gives you even more overview User friendly tab system guarantees precise information immediately All details on game and menu system as well as controls Detailed explanation of all of [Link]'s moves and actions Exhaustive lists and tables covering weapons, items and all you need to know about the Game Boy Advance[trademark] features
Buttery Wholesomeness
Todd Shaughnessey - 2003
The newest edition of the sole supplement of HoL, BUTTery wHOLesomeness has several new pages added but still has all of the bitterness and uncontrolled anger that you've come to expect from HoL products!
Game Theory: A Non-Technical Introduction to the Analysis of Strategy
Roger A. McCain - 2003
Focuses on providing a true interdisciplinary perspective that draws upon applications from many different areas of study such as management, strategic planning, competitive intelligence, military operations, economics, political science and finance.
Deep Beyond
David L. Pulver - 2003
A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries – and outlaws. Deep Beyond includes:Expanded descriptions of the asteroids, gas giants, moons, and comets of the outer system. Visit the gas mines of Saturn and Europa's icy oceans!What it's like to grow up in the Deep Beyond . . . as a Duncanite parahuman, a sapient AI, or even an enslaved bioroid.Dozens of organizations, from the rebel ghosts of Axon to the cyber-soldiers of the 82nd Spaceborne.New character types, from judges-for-hire to Jump RATS and Swarmdozers.New vehicles and technologies: ice-hulled Gypsy Angel spacecraft, portable lasers, prospector swarms – even the black hole power plant.
Classic Battletech: Field Manual: Mercenaries Revised
FanPro - 2003
Over sixty of the Inner Sphere's best-known mercenary commands are profiled here including histories, officers, and favorite tactics. Special rules enable you to bring each of these famous outfits to life in your own Classic BattleTech campaigns, while updated rules provide players with detailed instructions for creating and running their own mercenary commands both on and off the field. Compatible with both the Classic BattleTech board game and the Classic BattleTech RPG system, Classic BattleTech Field Manual: Mercenaries, Revised lets you finally prove once and for all if you have what it takes to find fame and fortune as a real mercenary!
Classic Battletech: Master Rules
FanPro - 2003
It is not intended to teach new players the game, but rather to serve as a reference work for people who know the game. The introductory game in the BattleTech line is the BattleTech, Fourth Edition boxed set. New players should pick up that product before diving into this one. In addition to presenting the game in a reference-work format, the BMR introduces many special case rules to the game that inexperienced players might find difficult to absorb all at once. The BattleTech Master Rules is not simply a rehash of the old rules. The book has been carefully reworked from previous editions to clarify confusing or contradictory information, and certain key sections, such as damage resolution, have been broken down into step-by-step procedures to make every rule as clear and concise as possible. The BMR also includes additional material to expand and enhance game play. In addition to the rules of BattleTech, this book contains an easy-to-use scenario creation system, the Battle Value system for rating units and balancing forces, and rules for translating the hex-based game of BattleTech into a tabletop miniatures game. These rules supersede all previously published rules, including the BattleTech Manual, the BattleTech Compendium, the BattleTech Compendium: The Rules of Warfare (BTC:RoW), and BattleTech, Fourth Edition. This book does contain a number of rules changes from previous editions. Most of the changes included in these rules are the direct result of player letters and calls asking FASA to clarify and tidy up the rules of BattleTech. In general, most changes made to the rules consist of rephrasing to clear up any confusion or ambiguities. We at FASA feel confident that these are the most complete, clear and concise rules for BattleTech ever presented. For experienced players who do not wish to reread all the rules in order to find what has changed, t
Orpheus
Richard Dansky - 2003
Science thinks it's shattered the barrier between life and death, but it's only opened the floodgates. Stop meddling with the affairs of ghosts and close the doors before something follows you back through. You should have left some secrets buried, because now they won't go back to sleep without a fight.' I See Dead People It's called projecting, the ability to separate the soul from the body and interact with ghosts. It's a multi-billion dollar enterprise for companies like Orpheus Group, which offers its services to public and private interests. It's also a portent of dark things to come. Orpheus is a new type of game, a ghost story for ghosts told in a six-book limited series. Hardcover. Core Book.
GM Mastery
Various - 2003
Inside readers will find advice on designing, role-playing, and managing NPCs during the entire lifetime of their campaigns. Also included are NPC archtypes, encounters, charts, and an example NPC centric adventure. Written by Johnn Four of RolePlayingTips.com and Dragon magazine fame.
Pokémon® Ruby & Sapphire Official Trainer's Guide
Phillip Marcus - 2003
Solutions to the new puzzles, rosters for every new trainer, and more! Plus, tips to defeat every trainer and gym leader, coverage of the new Pokemon in each version, and how to catch, breed, and raise them!
Shadow Games (Orpheus)
Kraig Blackwelder - 2003
Don't believe the hype. The missionaries may say they help folks, but who do you think started all this? They're some bad people, brothers and sisters. They're helping something big and nasty, and they ain't scared of you. In fact, they know every trick you do. How do you figure they're so good at being dead? You may not like the answer, because the truth has a taste for you." In Shadow Games, the true nature of the characters' adversaries is revealed, as is the cult behind the Pigment trade, and its connection to Spectres. Helping the heroes, however, is a new character class, new roles to combat the coming storm, and a new way to use Spite to fuel abilities in a deadly gamble between need and power.
The Temple of Elemental Evil: A Classic Greyhawk Adventure Official Strategy Guide
Michael Lummis - 2003
Complete character coverage including specifics on every class, race, feat, skill, spell and more. Full explanations of the various party dynamics. Full-color format captures the rich design and style of the game!
Age of Mythology - The Titans Expansion: Sybex Official Strategies and Secrets
Doug Radcliffe - 2003
This comprehensive strategy guide, written with the full support of Ensemble Studios and Microsoft Game Studios, is packed with the strategies, tactics, and analysis you need to master the Titans! Inside you'll find: * Strategies and tips straight from Ensemble Studios' best players * Thorough analysis of the Atlantean mythology, including military units, Major and Lesser Gods, and their powers * Detailed economic and military strategies that show you how to build a thriving economy and prevail in combat * Multiplayer tactics for every game mode, including Lightning tactics from Age of Mythology expert Chris "Swinger" Rupp * In-depth stats for everything in the game * Step-by-step walkthrough of the compelling new campaign
Naughty & Dice: An Adult Gamer's Guide to Sexual Situations
Christine Morgan - 2003
It covers all aspects of sexual situations, including gifts, drawbacks, abilities, skills, spells, character archetypes, pregnancy, conception, STDs, seex in history, and much more.
Broken Dreams
Jamais Cascio - 2003
. .On Earth in 2100, some are reaching for the stars . . . but others struggle just to survive. Much of the home world remains mired in war and intrigue, as powerful corporations and high-tech armies fight over resources, markets, and ideas. Cities on the edge of chaos are battlegrounds for covert operations and high-stakes diplomacy, and the developing nations see themselves falling further and further behind.Nations trapped in poverty, environmental disaster areas, and hellholes run by insane dictators . . . high-tech terrorism, rebellion, and crime, and rules for creating biological and chemical weapons . . . dangerous genetic designs, obsolete cybertechnology, and police state software . . . all part of daily life in Broken Dreams.
Classic Battletech Companion
FanPro - 2003
Also included are an alternate point-based character creation system and a complete construction system for battle armor.For Gamemasters: Provides expanded rules on how to run adventures in the BattleTech universe, how to incorporate contacts and enemies into your game, as well as a section on the various underworld organizations in extent. Also includes a complete section on creating and using creatures, with an ample sampling of alien fauna.The Classic BattleTech Companion offers advanced and alternate rules for players and gamemasters. This indispensable book provides numerous new skills and traits, advanced weather rules, administration and organization of noble land-holds and more information on life in the MechWarrior universe.
Befallen
Owen K.C. Stephens - 2003
A primal, nameless evil that calls to its own, bringing Norrath's most fiendish villains to its depths — only to rob them of their sanity and add their malevolence to its own growing power. How long will this accursed place throw its shadow over the Commonlands?How long until heroes rise to the challenge of redeeming these once holy grounds?100% compatible with 3rd edition Fantasy role-playing rulesA campaign adventure for the EverQuest Role-Playing Game or any 3rd edition fantasy game with challenges appropriate for characters levels 4 to 15.
Jack Vance's The Excellent Prismatic Spray 4/5 Double Issue
Ed Greenwood - 2003
It is indispensable to fans of the Dying Earth and general roleplayer alike. Issue 4/5 is a double issue of the XPS, cunningly disguised as an advenuture supplement,this fine collection of adventure material includes the long-awaited speculative map of the Dying Earth. With contributors such as Robin D Laws and Ed Greenwood (creator of the Forgotten Realms), and articles on vat creatures, mermelants and religion, it is the best XPS yet.
Armies of the 19th Century: Asia. Burma & Indo-China
Ian Heath - 2003
This time the subject is mainland South East Asia, with the armies of Burma, Vietnam, Siam, Cambodia and the Lao and Shan states, plus minor tribal groups, being covered in considerable depth. There are details of each army's history, organisation, tactics, dress and arms supported by 168 drawings of warrior types and 75 photographs, illustrations and maps, plus comprehensive bibliographies.
GURPS WWII: Weird War II
Kenneth Hite - 2003
Nazi mystic archmages, SS super"human" troops, secret antarctic bases, "foo fighters"and that's just what the Axis was up to! Now your characters can fight the occult Nazi menace as well. Race for the Ark of the Covenant, steal Nazi tomes and fight the Werewolves in this unique supplement to the GURPS WWII system.
Monster Smackdown
Thom Marrion - 2003
Fortunately for her, there's no shortage of vamps, demons, nasties, and Big Bads wandering around out there. And when the latte hits the fan, knowing an Acathla from a Gorch can save the world. The keys to combating these charmless creatures of nightmare are all here, in vivid detail. Buffy: To make you a vampire, they have to suck your blood and then you have to suck their blood; it's like a whole big sucking thing. -1.1 Welcome to the Hellmouth Hey, nobody said living on the Hellmouth was going to be all sunshine and stylish garb The Monster Smackdown is a supplement for the Buffy the Vampire Slayer roleplaying game. In it, you will find: - An overview covering the nature of the Buffyverse, hellmouths, and hell dimensions, including some never before seen samples - A complete rundown on vampires, including their powers, vulnerabilities, morality, nature, and hangouts .- A similar treatment for demons, with specific on many demonic races.- Details on non-vamp undead, primals, human villains, and various other critters that populate the Buffyverse .- Background and specifics on Buffy's major villains, unique demons, hellgoddesses, and real bad nasties, including a revisit of all the seasonal Big Bad.- Rules, guidelines, and ideas for creating monsters true to the spirit of the Buffyverse, including a list of mix-and-match monster powers.- A complete Episode featuring a major turning point in the Djinn Season.
Demon Wars Campaign Setting
R.A. Salvatore - 2003
Its people went about their business in serenity, and worries of goblin raids or powrie attacks were seemingly a myth from days of yore. But when the Demon Dactyl awoke, it unleashed a darkness unlike anything seen before. At its core, the story of The DemonWars Saga is one of good vs. evil. This is your chance to take part in an epic struggle to free the world of Corona from the grips of the evil Dactyl and its armies of dread and chaos. You can join with the heroes of The DemonWars Saga, Elbryan and Jilseponie, or venture forth on your own to battle the goblins, the powries or even the darkness gripping the Abellican Order. There is more than enough adventure for you. The question is, do you have what it takes to survive?
Shades of Gray
Kraig Blackwelder - 2003
Hundreds have died from taking tainted Pigment, but what the news doesn't know is that all those addicts have become ghosts. We have an epidemic of lost souls on our hands, and the scavengers are coming out the woodwork. What you've got to wonder, my loyal listeners, is who poisoned the drugs and why are Spectres building hives?" Hundreds die from tainted drugs on the streets, revealing another truth behind Orpheus Group. In addition to offering new challenges and dangers, Shades of Gray introduces a new enemy responsible for the drug Pigment. But fear not. With each rising evil comes hope in the form of a new Shade (character class), and level-three Horrors for all Shades.
Bobby Fischer Rediscovered
Andrew Soltis - 2003
Although three decades have passed since Fischer won the world chess title from the former Soviet Union, he still remains a source of fascination and admiration for all players. Andy Soltis, a grandmaster and author of numerous chess books, looks back at his first encounters with Fischer in New York when they were both teenagers; assesses Fischer's exceptional ability to obtain and realize an advantage in play; and analyzes his career right up to his final matches with Boris Spassky. Most important, Soltis comments on and annotates many of Fischer's major matches in detail, explaining the logic behind the moves in illuminating detail. A must for any fan of chess and this remarkably enigmatic champion.
Demon Wars Player's Guide
R.A. Salvatore - 2003
Everything essential to enriching your character with the items, weapons, spells and magic of the world is included in this handy tome.Written by Thomas Reid, James M. Ward, Geno and Bryan Salvatore, this book brings the high fantasy world created by RA Salvatore to life, as both players and game masters review the pages within. Prestige Classes, feats, weapons, spells, backgrounds, locals, NPC's and more inhabit this book and make playing within the world a incredible quest for salvation.
Uresia, Grave of Heaven
S. John Ross - 2003
The gods, vain and numerous, ruled the heavens, but they also fought amongst themselves. In the end, the gods destroyed themselves and nearly the world. A few living things survived on the remnants of the shattered land - a broken ring of islands scorched by lava and washed clean by storms. That was a long time ago. BESM d20: Uresia, Grave of Heaven is an original fantasy setting for the BESM d20 RPG, from the creative mind of S. John Ross. Explore a world where a lecherous teenager can become king, a savvy chef can command a navy, and entire cities of the gods lie in ruin. Featuring new classes, races, and occupational templates, BESM d20: Uresia is an anime fantasy masterpiece
Classic Lateral Thinking Puzzles
Edward J. Harshman - 2003
Why? To figure this out--and hundreds of other mind-bending lateral puzzles, too--you'll have to really fire up your brain and imagination. At first, it may not seem as if there's enough information to come up with a solution. But look more closely; there's always more than meets the eye. Check your assumptions, ask good questions, retune your mind, separate the facts from the red herrings, and the answers will come.
Days of Fire (Demon)
Greg Stolze - 2003
Hidden within their ancient sanctums, the Earthbound stir after millennia of sleep, summoning their scattered worshippers and forging chains of slavery for fallen and mortal alike. Now come the words of Lucifer himself, lost Prince of the Fallen, warning of the terrible cataclysm to come. Demon: Days of Fire presents a vision of the world on the brink of apocalypse, as ancient powers clash and the future of mankind hangs in the balance. Will the fallen destroy the threat of the Earthbound forever, or will the mad gods of legend bring about eternal night? Will the world be destroyed or reborn in the dawn of a new age?
Deliria: Faerie Tales for a New Millennium
Phil Brucato - 2003
Like the heroes of traditional faerie tales, these men and women are normal folks whose lives suddenly upend, pitching the old rules out the nearest window. And like those traditional heroes, these modern-day Jacks and Beautys must face challenges of body, mind and spirit... or face dark consequences. Deliria is a realm of innocence, challenge and transformation. A place where the tales you tell are yours. A place where hope remains the bravest force, and cleverness brings giants down. Deliria's Prime Codex contains: Roleplaying rules for any venue--tabletop, street theatre, and Internet; A setting that ranges from coffee shops to kingdoms; A realm where broken hearts mean more than broken bones; Lore about faerie tales and the lessons they provide; Many tales about Deliria's domain; Art that strides beyond cliché; And inspirations and affirmations about who we are in our world and what can do to change it.
My Life with Master
Paul Czege - 2003
a roleplaying game of villainy, self-loathing and unrequited love
Players Guide to Low Clans - A Sourcebook for Dark Ages: Vampire
Zack Bush - 2003
Vassals, serfs, lepers, madmen. The Low Clans have always done the tasks that their lords disdained. But in the wake of the War of Princes, the fallen Cainites question the Divine Right by which the High Clans rule. The low-blooded have seen the world from the underside and they are quite willing to share their revelations.The Lowly Ones RiseThe Players Guide to Low Clans contains detailed information on the Assamites, Followers of Set, Gangrel, Malkavians, Nosferatu, Ravnos, and Tremere. It includes hints on running all Low Clan or mixed chronicles; how Low Clan characters develop over time; the mythology and history of the clans; and new Merits, Flaws, and Discipline techniques for the fallen. Also, you'll find details on Low Clan secret societies and on the Low Clan Cainites who have drawn notice in the Dark Medieval.
Soldier / Wheelman Class Guide (Spycraft)
Chad Brunner - 2003
. . Its failsafe against global domination . . . Honorable warriors of a secret war . . . . . . and our last, best hope for peace. The Spycraft Soldier/Wheelman Class Guide greatly expands the options available for combat- and chase-oriented agents, offering all the material needed to run epic-scale combats or astounding cases under the most unexpected conditions and in the most exotic locations. Contained in this exhaustive volume are rules for building the finest combatants in the world and fielding them against the most awesome technologies available today! This essential Spycraft mechanics expansion includes . . . The Spycraft Vehicle Guide! Requisition any vehicle in existence today and outfit it with all the latest masterwork upgrades, weapons, and gadgets! Thousands of vehicle combinations await you within! Rules for heavy personal ordinance, including fixed cannon emplacements, automated missile racks, tank-killing rocket launchers, vehicle-towed howitzers, and much more! Expanded chase options, including many new maneuvers and rules for vehicular combat (both on or in vehicles), off-roading, aerial dog-fighting, skydiving/freefall, and scuba diving chases, races, expanded vehicle failures, and more! Twelve brand new prestige classes focusing on activities most commonly performed by soldiers and wheelmen, including the high-flying ace, the gear - and vehicle-building armorer, the battlefield grunt, the depth-defying mariner, the combat medic, the armor-specialist slammer, and more! Twenty new department options, including two 'macro-departments' (officer training and military academy training), which allow the agents to personalize their department bonuses! Over 35 new feats, expanding the existing Spycraft feat trees! Over a dozen new skill uses, including new knowledge, mechanics, profession, and vehicle tasks!
Munchkin 3 Clerical Errors
Steve Jackson - 2003
. . Munchkin 3Clerical Errors has 112 more cards for the best-selling game of killing monsters and taking their stuff. Play a new race: Gnomes! Try on the Bard class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.
Transhuman Space: Under Pressure
David Morgan-Mar - 2003
. . the oceans. Governments, corporations, political idealists, and outlaws are staking their claims in this realm. There are oceans on other worlds too: Europa, Mars, Titan – all unique and full of possibilities.Transhuman Space: Under Pressure describes the oceans of the 22nd century, from the teeming seas of Earth to the icy ocean of Europa. Ocean arcologies . . . mining operations and terrorist foes . . . adventure and intrigue in an environment far more hostile than mere space.This book also includes new character templates – including new parahumans, bioroids, cybershells, and uplifted animals designed for aquatic existence – and modular design rules for aquatic vehicles, compatible with the system in Transhuman Space: In The Well.
High Frontier
David L. Pulver - 2003
. ."In the year 2100, Earth-Lunar space is the most densely populated area of the solar system outside Earth itself. Come visit:Earth orbit, buzzing with busy space factories, bustling spaceports, under the watchful eye of rival orbital weapons platforms. But the biggest danger is not the threat of war but the ravages of 150 years of space junk, moving at 25,000 miles per hour!Lagrange 4, where giant cities in space glitter like jewels in the night, presided over by the massive O'Neill colony Islandia.Lagrange 5, the ghetto of the solar system, colonized by dreamers, ideologues and undercapitalized entrepreneurs. Sometimes a dream and a prayer aren't enough.The Moon. We're back, and this time with bulldozers. Luna is the solar system's industrial park, with Helium-3 mines that feed the fusion reactors on Earth, and more cybershell robots than people. But it's not all machines: the north and south poles are home to the pleasure domes of Moonshadow and thriving transhumanist Luna City. And on Luna's farside, a massive telescope array unravels the mysteries of the cosmos . . .
The Slayer's Guide to Undead
E. Gary Gygax - 2003
At 128 pages, it is another big fat Slayer's Guide, in the same vein as the highly popular Slayer's Guide to Dragons. The incredible front cover has been done by the talented Chris Quilliams, as well as one of the two fantastic but chilling pieces that grace the inside covers. Pull this book out during a game, and your players will start running for cover! The book kicks off with A Demonic Overlord, describing the nature of Undead and their relationship with the Lord of the Damned, Orcus. Excerpts from the Book of Dis give this chapter a creepy tone and GMs are treated to an overview of what creatures make the best types of Undead, as well as a treatise on the nature of Undeath itself, be it corporeal or incorporeal, free-willed or mindless. The Free-Willed Living Dead is a chapter guaranteed to cause players nightmares in their games. Covered here are the more potent forms of Undead including Bodaks, Devourers, Ghouls (including a Ghoul King), Mummies, Wights, Gholles. As well as a massive amount of background information and gaming tips, each also comes with a full-blown template allowing you to turn any existing creature into an absolute nightmare! A complete scenario has been included in the form of The Peak of the Nightlord, designed for 9-11th level characters - and the players had better pray they have a cleric in their ranks! Detailed maps are provided to plot the action as the players attempt to penetrate the lair of a vampire and this scenario is very much in the Gary Gygax mould we all know and love. The Bestiary of the Damned wraps up this 128 page supplement with 20 creatures of the night that can be pulled out on your players at a moment's notice, or be used to fuel your own scenarios. A complete index is included, allowing handy reference during play.
The Taverner's Trusty Tome (D20 System)
David Woodrum - 2003
The book has extensive d20 drinking rules, plus guides to taverns and inns, and rules for running them. Eat, drink and be merry... an invaluable sourcebook for any campaign which features taverns, inns or drinks! Rowdy, rustic taverns, hot meals, and strong drink - while popular elements in role playing fantasy, the lack of variety and detail often make this part of the urban crawl somewhat repetitive and dull. Sick of hearing of your players say that they will order an ale for the ten thousandth time? The Tome is your solution to add variety.. Packed with dozens of drinks both mundane and fantastic, The Taverner's Tome provides much more than the simple offerings of brew, wine, and spirits. From table wines to the more exotic fruit beers and flavored rum this book is a great resource for spicing up that otherwise plain bar menu. Mixed drinks in the height of fantasy flair are also covered as well as the curious fantastical beverages that offer special bonuses or dreadful side effects to those who consume these special concoctions. In addition drinking rules are provided along with the different types of drunken personalities that your characters might run into (or become). Have a character who is more at home behind the bar than within the stone walls of a fortress? The player of that character will find a resource of information regarding the success, management, and expenses of running or owning a tavern or inn. Perhaps an individual in your party with a few ranks in brewing or wine making? The book also provides information on establishing and maintaining a winery or brewery. All this and much, much more are available for your hearthside reading pleasure! This supplement builds on the popular Drinking Rules first introduced in the bestselling Tournaments, Fairs & Taverns.
The Quintessential Bard (Warmachines of 2089) Collector Series Book 15
Various - 2003
By taking a Character Concept, a Bard will suffer a penalty in one area but gain a benefit in another - this is primarily a roleplaying tool for players looking for a character who is a bit different from the normal run of the mill. For example, as a Bard you can now start as a Alderman, Ambassador, Artist, Aspirant, Cantor, Explorer, Law Keeper, Lore Master, Minstrel, Naturalist, (not Naturist. . .), Skald, Stormcrow, Talespinner, Trickster or Vagabond. The Prestige Bard covers avenues players may wish to explore when they come to specialise their Bard in one or more areas. As a Bard increases in level, he can choose to adopt the role of Dream Dancer, Elder, Grandmaster, Jester, Seneschal, Singer of the Dawn, Soul Taker, World Singer - or a combination of several. The Tricks of the Trade chapter gives Bards 'cool things to do', as I always describe it to our writers. It kicks off with many new uses for skills, such as using Gather Information to support Bardic Knowledge or Intimidate to bully. Assisting Actions allows a Bard to use his music in a non-magical manner to help others achieve their goals through Battle Hymns, Chamber Music, Folk Dance, Harvest Songs, Lullabies and Marching Songs, all of which also permit a Bard to specialise in the kind of music he performs. Finally, Professions allows a Bard to ally his musical talent with public performances, allowing him to adopt the roles of such things as Street Magicians, Town Criers and Animal Charmers - even if a player is not interested in pursuing such things (and who doesn't want a few extra gold on the side), then there is plenty of meat here for Games Masters to set urban scenes in their scenarios. This is followed by Bardic Feats, which allow a Bard to specialise in certain areas, taking advantage of his innate talents. He can choose to gain feats that allow him to Gossip, learn Elven Dreamweaving, become a Geographer or any one of 22 other feats. Tools of the Trade begins by looking at the qualities of Masterwork Instruments, leading into Invested Instruments - the development of seemingly magical powers as a Bard forms a close bond with his instrument over time. Magical Instruments are covered in depth with such items as the Chorus Harp and Rain Staff available, while Exotic Items covers more mundane objects such as a Metronome and Magician's Chest. Rules are also presented for Magical Crafts, for those Bards looking to produce art more permanent than tale or song. At the cost of a feat, a Bard may create sanctified architecture, magical candles, enduring embroidery, engravings of no little power, glassblowings that can capture flame, paintings that change appearance with the things they represent, pottery that will never permit food to rot, sculptures that can manifest voices and weavings that can make the lowest peasant seem noble. Finally, Magical Compositions represent lost items of Bardic lore that can be used by several performers to create castings that dwarf the abilities of a single Bard. Of all the Tricks of the Trade chapters we have done in the past, this is probably the greatest in scope The Power of Lore concentrates on the Bard's knowledge capabilities and gives extra guidelines in its use, plus a few tips on circumstances in which its use may not always be obvious. Using this chapter, Bards can now find themselves far more intuitive, able to predict the actions of enemies or even memorise far for information than most people will ever know. The Mysteries of Music allow Bards to study their arts to far greater depth than has ever been possible before, unlocking the great secrets of legends who have come before them. There are 18 Mysteries detailed, all relating to a certain type of performance - the Great Harp, for example, or the Court Dance. Once a Bard begins studying a mystery, he gains the use new abilities that can be utilised through his music. By learning the mystery of Epic Chants, for example, he may start by accomplishing the Strength of Ancestors, which will boost the fortitude of those nearby. As he grows in understanding and power, he can turn this into Walking the Path of Legends, unlocking the hero in a comrade in a fight against evil. Sixteen new castings are presented in Bard Spells, of varying level. These include the Eye of the Heart, which permits him to automatically sense the location of hidden enemies and the Silver Voice, which makes a Bard very persuasive to those he speaks to. Once they have mastered the art of performing, Bards can become very confident, and when two meet, each may be eager to prove their skill. Bardic Duels allows them to decide who is the greatest and most skilled without resorting to violence or death. Such duels as Magic, Performance, Riddles, Rites and Steel are covered, though the Bard had better be sure of his abilities, as losing a duel can seriously hurt the purse Finally, the Quintessential Bard wraps up with Venues, allowing a high level Bard to create a centre for art and inspiration - a theatre is one possibility, though some travelling Bards make do with a street corner to practice their skills. Full rules are given to develop a venue, including its acoustics, attributes, location and resources, with plenty of examples to guide a Bard to legendary renown. This is all capped by an Index, Rules Summary and a new Bardic character sheet.
Small Wars And Skirmishes: 1902-1918
Edwin Herbert - 2003
The text covers the political background to each conflict or "police" action and provides a brief campaign narrative accompanied by details of the organisation, tactics, dress and arms of the protagonists. There are 254 line drawings of warriors and soldiers and 34 maps of the various scenes of conflict.
Beyond Good and Evil Official Strategy Guide
Rick Barba - 2003
All 56 animal species locations are revealed, with tips showing how to nab pictures of them all! Masterful fighting strategies. Maps of key levels that point out important items, ideal photo spots and more! Species checklist helps players keep track of which animals still need to be photographed.This product is available for sale worldwide, excluding France, Germany & Japan.
The Lost City of Barakus
W.B.D. Kenower - 2003
Barakus is an Epic introductory location-based adventure for character levels 1-5, revised for the 3.5 system. This huge adventure provides months of gaming material. The book details a complete city, the wilderness surrounding it, and a huge, 5-level dungeon. Dozens of minor quests and puzzles are used to distract and entertain adventurers while the main storyline builds to a crescendo. This adventure and sourcebook contains over 30 highly detailed side quests that take place in the wilderness and city, and the dungeon itself contains over 200 numbered encounter areas. Players can attempt to stop the city beggars from being sold as slaves, face bandits in the wilderness, expose the corruption of a noble family, and destroy an ancient evil that caused the downfall of the lost civilization.
Munchkin: Cthulhu 2 – Call of Cowthulhu
Steve Jackson - 2003
A new card type - Madness! These are played like Curses, but every Madness has its advantages as well! And more of everything else. Watch out for Old Man Nodens with his faithful Doggoth, resting on the porch. Defeat the Arkhamster with your Prize-Winning Preserves. And fear . . . Bovine Intervention! Call of Cowthulhu. Country life will never be the same.
The Toy and Game Inventor's Handbook
Richard C. Levy - 2003
It's also the last frontier for aspiring independent inventors, with an annual new product turnover of 60 percent and plenty of opportunities for the creative mind. Here, one of the most recognized and successful toy and game inventors in the business teams up with the former head of research and development at Hasbro to bring clear, comprehensive information to aspiring toy and game inventors...who just might bring us the next hula hoop!