Best of
Role-Playing-Games

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 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.

WWE Know Your Role!


Tony Lee - 2005
    WWE: KNOW YOUR ROLE RPG is an OGL-based roleplaying game that thrusts you into the body-slamming, pile-driving, high-octane world of sports entertainment. You can take on the role of your favorite WWE Superstar or create your own Superstar and commence kicking butt on your quest for championship belts. Each session of KNOW YOUR ROLE represents a single televised event, such as SMACKDOWN! or RAW. During the courseof the show, virtually anything can happen - backstage sneak attacks, ringside brawls, and unexpected betrayals. All this (and more!) can be incorporated into your game session. KNOW YOUR ROLE is different from other, more traditional, role-playing games because it encourages you to play more than one character throughout the session. You'll be able to experience the game from various perspectives: create or play an arrogant rule breaker, a crowd-pleasing fan favorite and a manager or valet. Furthermore, KNOW YOUR ROLE can bep layed without a General Manager (i.e. Game Master). Great for those times when all you're looking for is a straight-out head-smashing match without involving role-playing. Finally, KNOW YOUR ROLE is versatile and easy to learn. You can quickly access your Supersta'rs move set or even create new moves on the spot without wasting a bunch of game time. KNOW YOUR ROLE is smash mouth role-playing at its best!

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 Wurst of Grimtooth's Traps


Rick Loomis - 2005
    

Starship Troopers RPG: The Arachnid Empire


Matthew Sprange - 2005
    This game offers fantastic opportunities for players to appreciate the threat to human civilization and for GMs to flesh out and expand the range and capabilities of their antagonists.

Starship Troopers: The Citizen's Federation


August Hahn - 2005
    Players can follow in the footsteps of Jonny Rico and his Mobile Infantry troopers as they face the menace of the Arachnids. Starship Troopers: The Citizens Federation is the first race expansion supplement for Starship Troopers: RPG, offering fantastic opportunities for players and GMs to flesh out their characters.

Monte Cook Presents The Year's Best D20 (Volume One)


Monte Cook - 2005
    31- Character Classes, p. 62- Feats and Skills, p. 243- Magic, p. 294- Monsters, p. 395- Variant Rules, p. 77Appendix, p. 93

The Rifter Number 32: Your Guide to the Megaverse


Wayne Smith - 2005
    Also in this issue, SplicersTM material, including four new O.C.C.s who find their home in the Wastes. As usual, this SplicersTM stuff is just perfect for the creepiest of holidays. Palladium Fantasy RPG® fans are treated to the conclusion of the epic adventure, The Quest for Castlerake, which finds the players in the Land of the Damned, where, in a sense, it's Halloween all year round. And don't think Rifts® could be left out! This issue explores the unique cuisine of Rifts Earth, the difficulties in preparing meals with Mega-Damage ingredients, and three O.C.C.s to add flavor to any campaign. Plus Hammer of the ForgeTM, and all the latest news, product information, and convention announcements.

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.

Worlds of the Dead


Evin AgerMonica Valentinelli - 2005
     Then you thought maybe it's an after-school special. Now you know. It's a front row seat for the end of worlds! Worlds of the Dead is the first Deadworlds collection for the All Flesh Must Be Eaten roleplaying game of survival horror. Inside this rancid tome, Zombie Masters will uncover everything needed to push their players to the edge of survival-on a weekly basis! Worlds of the Dead is filled from cover to tainted cover with Deadworlds from a variety of authors. We've drawn from industry professionals, up-and-coming talents, and never-before devoured acts. Then we sent them to run amuck with the dead! This Deadworlds collection journeys from the past to the future, including stops at: A world where WWI flying aces face off against an evil, undead, Red Baron over the skies of France. A world where necromancers control the future of your death. A world of ancient deserts where the dead refuse to remain buried beneath the sands. Whether you need a world ready-to-play for an unexpected session, fresh ideas for your own vile plots, or that feeling of power being in control of several thousand zombies all at once, Worlds of the Dead keeps on coming . . . just like the walking dead it features.