Best of
Role-Playing-Games

2006

Ptolus: City by the Spire


Monte Cook - 2006
    

Wild Talents


Dennis Detwiller - 2006
    The Wild Talents game system-the One-Roll Engine made famous by such games as Reign, Godlike and Monsters and Other Childish Things-is fast-paced yet detailed, with an emphasis on the dangers of heroism and the importance of willpower and motivations. The rules for creating superpowers from scratch offer tremendous flexibility, with enough simplicity to make it easy to play and enough depth to suit any gamer, and make the game eminently easy to customize. Wild Talents includes an in-depth alternate version of modern history, which builds on the acclaimed setting of the World War II game Godlike and extends it to the present day and to Talent-influenced events that reach into the depths of government secrecy and beyond the stars. Kenneth Hite's analysis of superhero campaign worlds guides you through the construction of wholly unique superhero settings, worlds whose history fits perfectly your vision for your setting and style of play. Wild Talents (Second Edition) is a full-color hardcover book which includes: Complete rules for creating characters, creating new powers, and running the game. Guidelines for building alternate superheroic histories that fit your characters and style of play. An extensive history of a World Gone Mad, from the first appearance of Talents in World War II to the present day, more and more warped by human beings who have superhuman powers.

Five Fingers: Port of Deceit


Douglas Seacat - 2006
     This guidebook for adventure in the city of Five Fingers provides a tool box of options for any urban campaign, including chase rules (over rooftops too!), how to build your own criminal empire, how to run gang warfare. Though it is a place of vibrant trade and rampant opportunity, it is also a haven for pirates, thieves, and dark cultists. One day you could be socializing with the political elite, and the next day you could be running for your life from enforcers demanding tribute. Five Fingers is an active port city filled with mystery, intrigue, and danger where an adventurer can make his fortune, build a criminal enterprise, or meet a dubious end. Within the pages of this 208 page hardback Iron Kingdoms city source book: Chapters narrated by characters from the city, designed to give players a street-level look at this city. Included is a full color fold-out map of the city , three new prestige classes: the Agent, the Enforcer, and the Malefactor of Thamar, and all manner of shops, mercenary companies, gambling halls, gangs, coves, and cults to discover, as well as nearly 200 NPCs to meet.

Old School Reference and Index Compilation-OSRIC


Stuart Marshall - 2006
    in the late 1970's and early 1980's. First released in 2006, OSRIC was one of the first retro-clones to hit the gaming scene and garnered a great deal of attention, both good and ill, from the larger gaming community. OSRIC paved the way for other retro-clones such as Labyrinth Lord™ (retro-clone of the Moldvay Basic/Expert D&D™ game) and Swords & Wizardry™ (retro-clone of the Original Dungeons & Dragons™ game, or OD&D™ ).

Hollow Earth Expedition RPG


Jeff Combos - 2006
    Meanwhile, on the surface, world powers and secret societies vie for control of what may be the most important discovery in all of human history. Set in the tense and tumultuous 1930s, the action-filled Hollow Earth Expedition is inspired by the literary works of genre giants Edgar Rice Burroughs, Jules Verne, and Sir Arthur Conan Doyle. The subterranean action is powered by Ubiquity, an innovative roleplaying system that emphasizes storytelling and cinematic action.

D20 Dark Matter (d20 Modern Supplement)


Wolfgang Baur - 2006
    d20 Dark•Matter is a 160-page d20 Modern® supplement that updates the original Dark•Matter Campaign Setting (created for the Alternity® Science Fiction Roleplaying Game), making it fully compatible with the d20 Modern rules. It also includes some new content.d20 Dark•Matter presents a world where devious organizations scheme for world domination, otherworldly forces infiltrate our power structures, and creatures from our nightmares lurk in the shadows. Working for a clandestine organization called the Hoffmann Institute, heroes explore hidden mysteries while eluding forces — both human and alien — that scheme to control the truth.AUTHOR INFORMATIONWOLFGANG BAUR began his gaming career writing articles for Dungeon® and Dragon® magazines and eventually joined the magazine staff as an editor. He later worked as a game designer for TSR, Inc. and Wizards of the Coast, Inc. In 1998, he left Wizards to work at Microsoft. He currently freelances for Wizards and other RPG publishing companies.MONTE COOK worked at TSR, Inc. and Wizards of the Coast, Inc. as a game designer before leaving to found his own game company, Malhavoc Press. He co-designed the 3rd-Edition Dungeons & Dragons® game and wrote the Dungeon Master’s Guide™. He also writes a regular Dungeon Master advice column in Dungeon magazine.

The Pirate's Guide to Freeport: A City Setting for Fantasy Roleplaying


Chris Pramas - 2006
    Classic fantasy elements, cruel-hearted pirates and Lovecraftian horror come together in the rum-fueled metropolis known as the City of Adventure. Now a new era is beginning. The Pirate's Guide to Freeport is the definitive new sourcebook for the City of Adventure, set 5 years after the events of the original Freeport trilogy. This is a pure setting book, focusing entirely on the people, places, politics, and perils of Freeport and containing no game statistics of any kind. The Pirate's Guide to Freeport can thus be used with any fantasy RPG and Green Ronin will be providing companion products for popular systems like True20 and d20.

Xcrawl: Sellout, a Players Handbook (Xcrawl)


Brendan J. Lasalle - 2006
    Xcrawl is a world of sell-out superstar adventurers, corporate-sponsored action and live-on-pay-per-view mayhem. Enter at your own risk because if you die... YOU DIE! Certain things are inevitable. Day follows night; Death and taxes; A new RPG putting out a Player's Guide. But of course, with Xcrawl, nothing is that simple. Find out the nitty gritty about what is allowed, what isn't allowed, and what can really get you in trouble in the Crawls! Here are the complete rules to the crawls, as dictated by our Emperor Ronald I. Learn more about Fame, and how it can affect your character. New prestige classes and monsters are thrown in for good measure, and also information on how to get started in the Crawls, from the 'Little League' to the dreaded Unlimited Class.

Tatters of the King: Hastur's Gaze Gains Brief Focus upon the Earth


Tim Wiseman - 2006
    London is the capital of an empire covering a quarter of the globe and governing one quarter of the human race. The people busy themselves with concerns of politics and government, finance and production, work and recreation. How fragile things are. What ignorance there is. There are those who engage in different pursuits who would see an inhuman power come to Earth such that it would make mundane activity seem like a last twitch before dying. Over this winter its taint emerges: the sensitive and the weak feel it first. Few know the source, but some welcome it unconsciously finding in it an enexamined thrill. Artists work is strangely influenced, and they mine this vein of creativity. Many exhibitions this season feature similar images: a social gathering gripped by repressed panic; a lake or marsh cloaked in mist; a presence just off-canvas. New fiction and theatrical releases offer scenes of upheaval and confusion that never reach a climax. Seances and mediumistic exhibitions bring untoward results and end in disruption. Others feel new lines of communication opening; some claim God is talking to them. All feel the lure of the stars. TATTERS OF THE KING is a Call of Cthulhu campaign suitable for four to six investigators: ideally one should be a psychoanalyst or alienist and published in this field, and one or more of the others should be involved in the creative arts. It is convenient if the investigators live in or near London, but one or all can be foreign-based if they are prepared to travel to Britain to address events. Detailed advice on options for involving the player characters is provided.

Xcrawl Color Edition (Xcrawl)


Brendan J. Lasalle - 2006
    Of course, you are going to have to kill the monsters to get the treasure, and you aren't the crowd favorite today, and the cameras are very unforgiving. But there are no second takes, and if you die... YOU DIE! Xcrawl is a game of Xtreme dungeon crawling set in a modern-day twist on the classic fantasy genre. Monsters roam the Earth, but they're captured and forced to perform in dungeons, where professional athletes test their skills to win fabulous prizes. Xcrawl is a world of sell-out superstar adventurers, corporate-sponsored action and live-on-pay-per-view mayhem!

The Night of Dissolution


Monte Cook - 2006
    

Earthdawn Name-Giver's Compendium


James D. Flowers - 2006
    Despite their differences, they are bound by shared experiences, beliefs and love for their land. Together they embody the heart and soul of Barsaive.The Earthdawn Name-giver’s Compendium offers an in-depth look at the eight Name-giver races, and provides extended information on fifteen new Disciplines, new talents and talent knacks, as well as special rules for playing each race. Requires use of the Earthdawn Player’s Compendium. [RBL-200]

Earthdawn Player's Compendium


James D. Flowers - 2006
    Magic flowed freely, touching every aspect of the lives of men and women of the Name-giver races. It was an age of heroes; an age of fantastical deeds and mythical stories. It was the Age of Legend.Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. The Player's Compendium is the definitive book for Earthdawn players, taking characters from the First to Fifteenth Circle in their Disciplines. This book contains everything your character needs for years of play, featuring revised and updated game mechanics, hundreds of spells, talents, knacks, skills, and much more! [RBL-100]

A Pocket Guide to the Empire and its Environs


Bethesda Softworks - 2006
    Released as part of the original The Elder Scrolls IV: Oblivion Collector's Edition.

The Shab-al-Hiri Roach


Jason Morningstar - 2006
    The Shab-al-Hiri Roach is a dark comedy of manners, lampooning academia and asking players to answer a difficult question - are you willing to swallow a soul-eating telepathic insect bent on destroying human civilization?No?Even if it will get you tenure?A horrible and amusing role-playing game for 3-8 players.

The Compass of Celestial Directions, Volume 1: The Blessed Isle (Exalted: Second Edition, #5)


Carl Bowden - 2006
    Spared the worst of the Contagion, the Fair Folk invasion that followed and the centuries of conflict and want that reduced the rest of the world to barbarism and savagery, the Isle remains the jewel or Creation. But now, the architect of the Blessed Isle's long peace, the Scarlet Empress, has vanished. With no clear heir, the Great Houses gird themselves for civil war. On top of that, the long-forgotten Lawgivers have returned to claim dominion over Creation. Will the Blessed Isle's tranquility be shattered at last, or is there still some way to shield Creation's heart from the Time of Tumult? The first of five Celestial Direction books devoted to fleshing out the bare bones of Creation's supernatural locales presented in the Exalted core book, this book includes: * Mass combat traits for the Realm's Imperial Army, from the standard heavy infantry to the cutthroats of the Vermilion Legion, as well as dominion traits for the Mandate of Heaven * Traits for the Blessed Isle's native gods and beasts The Compass of Celestial Directions Vol.1: The Blessed Isle is a supplement for Exalted Second Edition.