Best of
Gaming
2005
Call of Cthulhu: Horror Roleplaying
Sandy Petersen - 2005
CALL OF CTHULHU uses Chaosium's Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 CALL OF CTHULHU celebrated its 20th anniversary. In 2003 CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.
The Art of World of Warcraft
Blizzard Entertainment - 2005
This beautiful hardbound book contains sketches, concepts, and final colored art for the following:- All eight races: Dwarf, Gnome, Human, Night Elf, Orc, Tauren, Troll, and Undead- Monsters: from the Ancients to Magnataurs to Yeti- Environments: landscapes and flora, from the magnificent beauty of Emerald Paradise to the bleak wasteland of Desolace- Structures & Weapons: buildings, transports, arms, and armor- Cinematics: from storyboard to finished art- Promotional: full-page artwork, special drawings from Korea, and the Blizzard 2003 Christmas Card
World of Warcraft Atlas
Brady Games - 2005
EXCLUSIVE TOWN MAPS: These hand-drawn maps include callouts for everyone in the towns. They’re the perfect highlights for specific NCP locations! EXHAUSTIVE INDEX: Complete listing of all NCPs, named enemies, and beasts – along with their locations on map grids for easy use. Supplemental listings of resources, trainers, and vendors offer even more information. UPDATED WORLD MAP: World map marks flight paths, main cities, instance dungeons, and battleground location. Platform: PC Genre: MMORPG
Lego Star Wars: Prima Official Game Guide
Michael Littlefield - 2005
* Exclusive maps that can only be found in the Prima guide.* Detailed walkthrough of Episodes I, II, and III* Hidden item locations revealed.* All characters strengths and weaknesses, as well as their unique weapons and abilities.
The Great Pendragon Campaign (Pendragon, 5th Edition)
Greg Stafford - 2005
GURPS Infinite Worlds
Kenneth Hite - 2005
Maybe an infinite number. The bad news is, somebody out there doesn't like us.The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and they want to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5.Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it.Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one full-color hardcover volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this kind of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards – from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules.Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
The Shackled City Adventure Path
Jesse Decker - 2005
Driven by the dreams of an insane demon prince, bizarre cultists known as the Cagewrights scheme from ancient tunnels beneath the volcano, stoking it once more to terrible life. To prevent their agenda, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City? From new DBD publisher Paizo Publishing
Malleus Monstrorum: Creatures, Gods, & Forbidden Knowledge
Scott David Aniolowski - 2005
Entries for the monsters have been tweaked, edited, updated, and corrected. A few have been significantly expanded from previous descriptions.
Artesia: Adventures in the Known World
Mark Smylie - 2005
Includes an expansive adaptation of R. Talsorian Games' LifePath character-generation system including birth omens, star signs and divine and heroic lineages, and rules for talents and abilities accessible to characters through the Arcana, the Tarot-like system representing the Known World's archetypal paths of power and the foundation of an unique system of experience, allowing game rewards for virtually all types of character actions.
Midnight (Midnight)
Jeffrey Barber - 2005
Midnight is an original d20 setting that pits the players against overwhelming forces of evil in a desperate fight for survival and freedom. There is only one god in Midnight, and it is the dark lord Izrador, the Shadow in the North. For centuries his twisted spawn have assaulted the free people of Eredane, and 100 years ago, he won. Now the land is his, the people are enslaved, and magic, weapons, and literacy are outlawed. Only the brave and courageous few dare to resist the Shadow. This brand-new edition of Midnight updates the entire campaign to D&D v3.5, and includes all of the content from fan-favorite player supplement Against the Shadow. Additionally, over 40,000 words of new material will be added, including setting details regarding the orcs and legates who serve the Shadow and the desperate but capable Erenlanders who oppose them. Updated classes, feats, and spell system. Errata and setting updates as determined from years of in-the-market play. New color and B&W art depicting the heroes and villains of Eredane, as well as showcase pieces of art from the original edition. This brand-new edition of Midnight updates the entire campaign to D&D v3.5, and includes all of the content from fan-favorite player supplement Against the Shadow. Additionally, over 40,000 words of new material will be added, including setting details regarding the orcs and legates who serve the Shadow and the desperate but capable Erenlanders who oppose them. -Updated classes, feats, and spell system. -Errata and setting updates as determined from years of in-the-market play. -New color and B&W art depicting the heroes and villains of Eredane, as well as showcase pieces of art from the original edition.
The Encyclopedia of Game Machines: Consoles, Handhelds & Home Computers 1972–2005
Winnie Forster - 2005
The near-ubiquity of video games means that nearly every reader will have owned, played, or heard about at least a handful of the machines included, whether from Europe, Japan, or the United States. Beyond just images of the gaming decks, the book covers classic software in all of its authentic, pixilated glory, as well as key technical facts for each console and operating system. With nostalgia and an archivist's attention to detail, this compendium of virtual competition looks back on 33 years of staring at screens and furiously pressing buttons.
Pokémon XD: Gale of Darkness (Prima Official Game Guide)
James Hogwood - 2005
A Pure Heart Casts No Shadow·Everything you need to know about Shadow Lugia and the new Pokémon–Bonsly!·Exhaustive Pokémon List containing complete data on all Pokémon found in Pokémon XD.·Complete move compatiblity info·Full Evolution and demeanor facts·Tips on getting the most from the Purify Chamber and the Relic Stone·Hardcore walkthrough of Orre, including optional events·Find and solve every Battle CD scenario
Pojo's Yu-gi-oh! Annual 2005 (Yu-Gi-Oh)
Bill Gill - 2005
The detailed resource includes biographies of all major characters, summaries of the shows from both the U.S. and Japanese airings, and even reviews the first Yu-Gi-Oh movie.
The Sims 2: University: Prima's Official Strategy Guide
Greg Kramer - 2005
Full-color pages detailing how to: ·Crash parties, get initiated into a secret society, hack your grades, and graduate with honors ·Keep your Sims' grades on track in all 11 majors ·Secure your final degree and open up four new career paths ·Details on the all-new young adult age, influence, and lifetime wants ·Charts and tables covering objects and socials ·Tours of all colleges and their student bodies ·Covers the original Sims 2 plus the expansion!
Classic Battletech: Technical Readout 3055 Upgrade (FPR35006)
Herbert A. Beas II - 2005
Now, twelve years later, those designs have become a staple of the modern battlefield, giving rise to notable MechWarriors and new variants, while the demands of the ever-popular Solaris VII Games has resulted in a plethora of new dueling 'Mechs using prototype technology. For the first time, Classic BattleTech Technical Readout: 3055 Upgrade? presents 'Mechs built using technology from MaximumTech, Revised?, as well as MapPack: Solaris VII?. Upgraded in appearance and technology, the designs first presented in the Solaris VII box set and Solaris: The Reaches are now back in print, along with several new Solaris VII designs. Additionally, as well as the upgraded appearance of selected Clan designs, all the art work for Technical Readout: 3055 Upgrade is new, providing fresh illustrations of now classic Inner Sphere BattleMechs.
The Mountain Witch
Timothy Kleinert - 2005
The player characters are samurai ronin that have banded together to destroy the Mountain Witch at the top of Mount Fuji. Each character has its own "dark fate", randomly drawn and known only by the player of the character. Most fates pit the ronin against the group, and makes betrayal likely.Players can give "trust points" to another player's character, signifying the amount of trust between them. These points can be used to help the trusting ronin, or against him in case of a betrayal.
Prince of Persia: The Two Thrones
Fernando Bueno - 2005
- Exclusive, fully labeled maps! Find every treasure chest. - Detailed combos to keep you fighting fiercely. - Unlockable weapons detailed. - All Weapons Rated so you can decide which will serve you best. - Codes revealed!
Freeport: The Freeport Trilogy
Chris Pramas - 2005
This Ennie and Origins Award winning adventure was the first in the Freeport trilogy, which was completed by Terror in Freeport and Madness in Freeport. All three adventures have been out of print for years, but that's about to change. To celebrate the five-year anniversary of both the company and Freeport, Green Ronin is bringing together the entire trilogy under one cover for the first time. This new edition has been updated to the 3.5 rules and revised and expanded to make the campaign more detailed and complete. It's time to return to the city that started it all. They don't call Freeport "the City of Adventure" for nothing.
The Psychic's Handbook
Steve Kenson - 2005
The Psychic's Handbook provides a completely independent system for adding psychic abilities to your campaign, abilities which are at once more subtle and wider-reaching than magic, powers with their own applications and limitations that separate them from the spells of clerics and wizards, and even the powers of psions. The core of the system is the psychic, a new class whose mental powers are based on skills and feats. The Psychic's Handbook, by award-winning game designer Steve Kenson, provides you with everything you need to integrate the class into your game, including prestige classes, new equipment, campaign advice, and conversion notes for Modern games. Discover the true powers of the mind.
God of War: Prima Official Game Guide
Prima Publishing - 2005
·All treasures chests revealed ·Maps of every level ·Extensive Art collection with developer commentary ·Challenge of the Gods, secret costumes, and more ·Classic Mythology history and factoids ·Every foe's strengths & weaknesses revealed
The Art Of Game Characters
Dave Morris - 2005
Characters featured hail from every game genre, including cute and cuddly creations such as Ras-Man And Mario, Through Sexy, Sassy Heroines Such As Lara Croft And Dark Lineage's Kya, To Brooding Enigmas Such As Jericho Cross. Interviews with the game designers reveal their sources of inspiration, along with fascinating early designs that show exactly how they went about turning a bright idea into a classic character. Tips and techniques explain what makes a character grab the public imagination, and provide practical ideas for the would-be game artist. a complete guide to the most iconic game characters an d how they were created. featuring a wealth of examples from the best and most popular games worldwide. comprehensive historical...
Here Be Snapdragons!
John Kovalic - 2005
The Collected Snapdragons by John Kovalic and Liz Rathke Featuring an introduction by New York Times best-selling author Jacquelyn Mitchard! The Origins award-winning Snapdragons comic book is collected at last, with nearly 30 pages of new material! Catch the hilarious misadventures of Jake, Jody, and their gang in an all-ages comic that really is for all ages! "Liz Rathke and John Kovalic have created, in SnapDragons, one of the first truly fresh ensemble of comic characters since the Rugrats." - Jacquelyn Mitchard
Classic Battletech Mercenaries Supplemental 2
Classic Battletech - 2005
Northwind Highlanders. Blue Star Irregulars. Literally a thousand and one mercenary units populate the Inner Sphere, yet these are the household names that captivate the common man. But for every top, there is a bottom. Gray's Ghosts. Kraken Unleashed. Vinson's Vigilantes. Some call them 'pirates,' others 'down-on-their-luck,' and others 'salvation' when the job's small enough and the pay just right. But for these hard-boiled warriors, life isn't cheap. Life hardly exists at all! A companion volume to Classic BattleTech Field Manual: Mercenaries, Revised, and Mercenaries Supplemental?, Mercenaries Supplemental II? delves into the dregs of the mercenary world, allowing players to use these unique mercenaries in their Classic BattleTech campaigns. Additional rules for mercenary creation include non-BattleMech Unit Tech Levels, special renegade and freelancer mercenary paths, as well as rules for playing mercenaries in different BattleTech eras, from the Star League, to the Succession Wars, to the present.
Three Dragon Ante (Dungeon & Dragons)
NOT A BOOK - 2005
Easy to learn and play, this game is great for everyone, from dedicated D&D gamers to poker fans to casual card players. D&D characters can also play Three Dragon Ante within the context of any D&D campaign.
GURPS Casey & Andy
David Morgan-Mar - 2005
(OK, this is clearly not our world.) And at the top of the heap are those undaunted by the constraints of inadequate theories, the challenges of defying conventional wisdom, and the dangers of nuclear radiation. In short, mad scientists.GURPS Casey & Andy is based on Andy Weir's hilarious webcomic Casey & Andy. The title characters are 21st-century mad scientists dabbling in time and dimension travel, instantaneous cloning, and increasingly complex apocalyptic doomsday devices. Apart from that, they live in suburbia with their girlfriends, Mary and Satan. Yes, that Satan.
Hidden Lands (Champions)
Darren Watts - 2005
This supplement examines three of those places - Atlantis, Lemuria, and Arcadia - and the Atlanteans, Lemurians, and Empyreans who live in them. Featuring dozens of new characters, even more adventure ideas, and tips and rules for creating characters from these races, it's the perfect way to expand the scope of your Champions campaign!
Dragon Magazine #338 Magic
Erik Mona - 2005
The December 2005 issue of Dragon Magazine for Dungeons & Dragons Revised 3.5 Edition includes articles about changing your wizard's staff into a familiar, introduces a new prestige class for the Age of Worms Adventure Path, and provides eight institutions of higher magical learning.
GURPS Vorkosigan Saga
Genevieve Cogman - 2005
set in a future universe of honor and betrayal, war and intrigue, great victories and great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a warrior planet... and hopelessly crippled.No. Not hopelessly. A Vorkosigan never gives up. And when the fragile, dwarfed, odd-looking Miles charges headlong against the universe... Miles may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor and his own, because when Miles hits it hard enough, the universe gives way.Now you can enter the world of Miles Vorkosigan. Play his soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge... and if you think you can dare as much, and talk as fast, as the "little Admiral."Illustrated by Bob Stevlic, with character art specifically approved by Lois McMaster Bujold.
Rippers (Savage Worlds; S2P10005)
Simon Lucas - 2005
To the ordinary people of Victorian society, monsters are but silly superstitions or the cheap fiction of the penny books sold on the streets. But you are far from ordinary. You have seen horrors fearsome enough to stop a brave man?s heart, and you have lived to tell the tale. You are a Ripper?one of a secret band of monster hunters dedicated to saving humanity and the horrors that stalk the night are your prey. To aid you, Rippers extract the essence of these monsters powers and use them to enhance your abilities. But be warned, by taking such horrific measures you risk losing your mind or worse. Torn between the need for greater power and the threat of terrifying insanity, you must choose how best to fight the creatures of the night. Choose well; for if the Rippers fail, humanity is lost! Rippers is a 144 page full-color Plot Point setting for the Savage Worlds Roleplaying Game.
Hero System: Pulp Hero
Steven S. Long - 2005
Now you can create roleplaying games and characters set in this thrilling era! Pulp Hero discusses and describes the Pulp genre for gaming, covering everything from masked crimefighters, to globetrotting adventurers, to daring pilots, to eerie menaces... and beyond! It shows how to create characters, campaigns, abilities, weapons, and other elements of the genre using the HERO System rules. It includes: -a thorough examination of the Pulp genre and its subgenres, with guidelines and suggestions for simulating all the elements and aspects of the genre in the HERO System. -a month-by-month timeline of the 1920-39 period, with items arranged by subject for easy reference -a detailed description of the world of the Pulp era, from the streets of New York City and London, to the jungles of Africa, to the tropical islands of the South Seas, to the clubs of Shanghai -an extensive section on creating Pulp Hero characters, including over three dozen Package Deals representing characters' professions and backgrounds, information and expanded rules for popular Skills and Perks, and "Heroic Talents" abilities for Pulp characters -the guns, vehicles, and gear of the Pulp era - including the amazing creations of Weird Science! -advice for GMs about creating and running Pulp Hero campaigns, including Heroic Action Points rules for simulating the incredible luck and amazing coincidences that help Pulp heroes Get ready for the amazing adventures of Pulp Hero!
Houses of Hermes: True Lineages
Erik Dahl - 2005
In these four Hermetic Houses, each magus was taught by a magus of the House, and that master-apprentice relationship goes back to the founders. This sourcebook details the four True Lineages, including rules for original research, unique forms of magic, and new Virtues and Flaws. House Bonisagus descends from the two magi who created the Order, and continues to supply knowledge and leadership. They explore the theoretical applications of magic, delving deeper into its arcane secrets. And they advocate peace and cooperation among the Houses, searching for other wizards who might contribute to the community of magi. House Guernicus upholds and enforces the Code of Hermes as the official judges and investigators of the Order. Its Quaesitores believe they stand against the wheel of fate, slowing it as best they can. By the efforts of its magi, the basic structures of Hermetic society have remained intact for over four hundred years. House Mercere holds the magi of Mythic Europe together by facilitating communication, encouraging trade, and aiding their sodales. Its heralds, heroes, mercenaries, and merchants reflect the contractictions of their House: it is exotic, but traditional; loyal, but self-centered; proud, but humble. House Tremere provides the strength of the Order. It controls events and prepares for coming battles, gathering influence and resources to respond to crises as they draw near. Tremere are pragmatic, dutiful, and courageous magi who know that Mythic Europe is a chaotic and dangerous place. These are the True Lineages. Without them all, the Order of Hermes would surely fall.
Connection Games: Variations on a Theme
Cameron Browne - 2005
This book aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game. Key games are examined in detail and complete rules for over 200 connection games and variants are provided. A connection game is a board game in which players vie to develop or complete a specific type of connection with their pieces. This might involve forming a path between two or more goals, completing a closed loop, or gathering all pieces together into a single connected group.