Best of
Role-Playing-Games
2003
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!
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.
Ravenloft Gazetteer - Volume 2: Legacies of Terror
John W. Mangrum - 2003
Secret police and fanatical elite soldiers oversee their lands with brutal efficiency. Yet these forces are preferable to the undead horrors that stalk the streets of Necropolis. Steeped in magic and warped by the mad desire for conquest in the northlands, evil never sleeps.Ravenloft Gazetteer II examines the northernmost regions of the central continent. Herein lies the feudal domain of the wizard-king Azalin Rex, the damned city of Necropolis and the tyrannical military realm of Falkovnia. Adventure awaits those bold enough to risk their lives and souls in these hostile lands.
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.
Ravenloft Gazetteer - Volume 3: A Ravenloft Campaign Setting Supplement
John W. Mangrum - 2003
In-depth information on the domains of Dementlieu, Mordent, and Richemulot, including stories of Mordent's lost families and rare insights into the peculiar customs of Dementlieu and Richemulot.
Ravenloft Gazetteer - Volume 4
John W. Mangrum - 2003
The danger and challenges that these realms present tempt the hardiest of souls and lure countless adventures to their doom. The fourth Gazetteer provides a deeper look at the lands of Invidia, Verbrek, Valachan and Sithicus...and of the sinister creatures who rule them. Perfect for single adventures and ongoing campaigns, Revenloft Gazetteer IV is useful for both players and Dungeon Masters.
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.
Crown of Shadow (Midnight)
Jeffrey Barber - 2003
In this scenario, the heroes must face off against the creatures of shadow, striving to bring light to a world dominated by the forces of evil.
Powers Unlimited One: A Sourcebook for Heroes Unlimited
Carmen Bellaire - 2003
Power Unlimited One explores new potential super abilities by presenting scores of Minor and Major super abilities. Put more oomph into your Heroes Unlimited characters. Over 160 new super abilities, plus power subsets and other data.
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.
HackMaster:the combatant's guide to slaughtering foes
HackMaster Development Team - 2003
It also includes detailed information on 8 new fighter group character classes, 19 new fighter quirks and flaws, over 17 new fighter skills, 15 new talents, and much, much more.
Star Trek Roleplaying Game Aliens
Decipher Inc - 2003
So have the Gorn. And the Flaxians. And they've brought friends, all complete with full game statistics so you can pit them against one another in your Star Trek RPG series. You can even step into another species' skin thanks to the in-depth treatments of alien culture found in this book - play an El-Aurian, a Founder, or even a Horta! Assimilate your foes as the soulless Borg... From the near-Human to the inscrutably omnipotent, aliens can serve as allies, enemies, enigmas, or obstacles for any crew. Aliens presents all of the information necessary to include many of Star Trek's most popular life forms in your game. Aliens includes : - 58 alien races, ranging from near-humanoids such as Ekosians to bizarre entities such as the Q, the Horta, and the Medusans. - New species-specific traits, weapons, technology, and skills, as well as new background rules to handle characters raised by alien cultures. - Coverage of aliens from all eras : Wheter the Gorn from the original series, the Axanar from Enterprise, or the Vorta from Deep Space Nine, it's in this book.
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.
Judge Dredd: The Rookies Guide to Crazes
Mongoose Publishing - 2003
Sporting a front cover that shows Chopper giving Judge Dredd himself the run-around, it puts you right into the spirit for which this supplement is intended! The first chapter covers that most glamorous of crazes, Skysurfing. Here you will find a complete history of the sport, along with full details of each of the world, along with the rules for running your very own race as part of a scenario. The chapter winds up with the Brit-Cit craze of Zipp Boarding, about to become very popular in Mega-City One. Next up is the Pro-Eating chapter. Full rules are given for surgical procedures (detachable jaws and the like) and appetite enhancers/inducers to allow citizens to 'pork up'. Full rules for the game Shuggy are provided, both for 'real life' and the RPG, and citizens will find the Shuggy Hall Owner prestige class will fit in very well with the Rookie's Guide to Criminal Organisations. . .The Rookie's Guide to Crazes winds up with Getting Ugly, every citizen's guide to setting themselves apart from their neighbours. A full range of creams, perfumes and other products are all fully detailed, ready for players to get 'uglied-up.'
Judge Dredd: The Rookies Guide to Block Wars
Matthew Sprange - 2003
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.
My Life with Master
Paul Czege - 2003
a roleplaying game of villainy, self-loathing and unrequited love
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 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.
Realms of Norrath: Freeport
Owen K.C. Stephens - 2003
Knights & Musketeers
Kevin P. Boerwinkle - 2003
There is a long-standing tradition of honor and defence of the innocent,out of which grew Orders both chivalric and martial. Despite the massive changes that history has wrought upon the nations of Théah, there are still men and women who remain true to their ideals and proudly carry on the noble traditions.Knights and Musketeers™ reveals information about these Orders – their history, oaths and laws, goals, martial skills, and the chivalric traditions by which they live. So don your tabard and learn what it means to join the ranks of those who have given their lives for a cause greater than themselves. The dark and the wicked shall fear your blade, for none serve justice as fiercely as the Knights and Musketeers of this realm!Knights and Musketeers includes:• Details and rules for numerous chivalric and military Orders across Théah.• Guidelines for incorporating these Orders into any swashbuckling campaign.• New skills and background information, suitable for use in any setting.• New NPCs and ideas for adventures.• Fully compatible with both the d20 System and the classic 7th Sea.
Players Guide to Rangers and Rogues: A Core Sourcebook for Revised 3rd Edition Fantasy Roleplaying
James Maliszewski - 2003
Their subtle abilities, whether used for ends noble or foul (or something in between), are often indispensable. This is the fourth sourcebook in the essential Player's Guide Series from Sward & Sorcery Studios, detailing the strengths and abilities of rangers and rogues.