Exalted


Christopher Moeller - 2001
    The Empire of the Dragon-Blooded -- an invincible colossus -- stands astride the ruins of the First Age. For millennia, the scarlet Empress held the world in her steel grip. But the empress is no more, and the Realm spirals toward chaos and civil war. Its enemies descend -- demon princes, deathlords, skin-changing barbarians and the twisted and inscrutable Fair Folk hammer at the gates. In this time of darkness are reborn the solar Exalted, heroes of legend once slain by the Dragon-Blooded. Will these living legends herald the return of the Golden Age... or the end of creation?Exalted is the latest hardcover rulebook addition to the World of Darkness -- -- but not the one you think you know. You've never seen or even dreamed of this land before, yet it's hauntingly familiar. Become one of the Exalted, one of the heirs to an Age of Heroes, now cast down and disparaged. Will you rail against the tyranny of the oppressive Realm, seek your destiny in the dangerous Threshold, or throw in with the bizarre creatures of the wilds? The fate of this new world is in your hands.

Vampire: The Dark Ages


Jennifer Hartshorn - 1995
    In the WORLD OF DARKNESS series, this book includes everything necessary for playing the Damned of the Middle Ages, allowing characters to experience the events that have influenced our age.

Pathfinder Roleplaying Game: GameMastery Guide


Cam BanksKenneth Hite - 2010
    Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder RPG GameMastery Guide includes:- Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.- Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.- Difficult player types, and how to handle them gracefully.- New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.- Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.- Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.- Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.... and much, much more!Cover art by Wayne Reynolds

Mage: The Ascension


Stewart Wieck - 1993
    The truth is magic'ae the universe can be crafted with a simple working of your will. Mages have taught this truth throughout the ages, but the proponents of technology have crushed the mystic masters. Join the last stand in the war for reality.Mage: The Ascension places you in the midst of supernatural intrigues and inner struggles. The more secrets you learn, the more important your wisdom and power become. Mage drags spirituality and metaphysics screaming through the streets of a postmodern nightmare.The heroes of Mage: The Ascension, revised in the tradition of Vampire: The Masquerade, have lost their war for reality -- but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated upon, along with the history of mages in the World of Darkness. Explore the revised rules for the Spheres, Resonance and Paradox. See the devastating changes that signal the end for the Ascension War.

Legend of the Five Rings RPG


Rich Wulf - 2005
    For one thousand years, the Empire of Rokugan has stood as a bastion of nobility, honor, and virtue. These lands are ruled by the samurai, powerful heroes who carry the katana and wakizashi as their badge of rank. Eight Great Clans vie with one another for supremacy over these lands, all under the eye of the mighty Emperor. And to the south, the Shadowlands, the eternal enemy of Rokugan, waits for the next opportunity to disrupt all that these foolish mortals have built. It is a land of intrigue, wonder, and adventure. Welcome to the third iteration of the Legend of the Five Rings Role-Playing Game. This player's guide will provide players and GM's with all of the setting, culture, and rules needed to create characters in the Legend of the Five Rings world and stage ongoing campaigns in Rokugan. While this book contains an updated version of the familiar rules, conversion rules will be included so that none of the many previous volumes set in this world will ever be obsolete. The best Asian style fantasy setting roleplaying game of this generation returns to its roots with its release this summer. Legend of the Five Rings 3rd Edition returns focus to the Roll and Keep(R&K) system originally released in 1996. Conveying a deeper sense of realism, the R&K system best simulates the tension, reality, and lethality of Samurai drama. Look for it more information in the coming weeks here at L5R.com. * Thrilling fantasy setting based on the myths and culture of Japan, China, and other Asian nations * A new generation of the beloved Legend of the Five Rings roll and keep system.* Streamlines existing rules without making previous products obsolete.* Excellent sourcebook for Rokugani culture and history

Clanbook: Ravnos


Robert Hatch - 1997
    From Bel Air to Bombay, from Shanghai to Sarajevo, these nomadic vampires wander where their citybound Kindred fear to tread. Now learn of the Ravnos' secret arts, and the centuries of hate that can lie behind a jester's smile. Clanbook: Ravnos includes: * The history of the clan, from Mohenjo Daro to Birkenau. * Information on Ravnos around the world, and the bitter schism between Gypsy and giorgio. * New Merits, Flaws and Chimerstry powers.

Time of Thin Blood


Sarah Roark - 1999
    Elders' blood, passed from one childe to the next for generations, no longer holds the potency it once had. Too many childer have been Embraced in the Final Nights - and reckoning must come for these illegitimate vampires. If it does not, the world may end.Gehenna will soon be upon youThe Time of Thin Blood allows players to portray the hunted childer of high-generation vampires. In addition, the Final Nights are upon us, and this book offers Storytellers a glimpse at one of the first events in the unfolding Gehenna. Rich in story and character content, The Time of Thin Blood is he first step toward the world's ultimate demise ... or salvation.The Time of This Blood includes:* Rules for creating 14th- and 15th-generation vampires - and their children* A wealth ofsetting material that allows Storytellers to bring the Final Nights into play

Pathfinder Roleplaying Game: Advanced Player's Guide


Jason BulmahnSean K. Reynolds - 2010
    Whether you're designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.The Pathfinder RPG Advanced Player's Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 336-page Pathfinder RPG Advanced Player's Guide includes:- Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch.- More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell.- Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger- Hundreds of new spells and magic items, from phantasmal revenge to the Storm King's Cloud Castle.- A wealth of fantastic equipment, such as fireblast rods and fortune-tellers' cards.- New prestige classes like the Master Chymist and the Battle Herald.... and much, much more!Cover art by Wayne Reynolds

Clanbook: Lasombra Revised


Bruce Baugh - 2001
    Their legacy of shadows eclipses the light thrown by their packs ritual fires. But are the Lasombra truly the esteemed leaders of the Sword of Caine or do they simply abuse it to serve their own ends?The Lords of the SabbatAs the next entry in the revised lineup of clanbooks, Lasombra takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Toon: The Cartoon Roleplaying Game Deluxe Edition


Greg Costikyan - 1991
    Remember those great Saturday morning cartoons? Now they're back – and you're the star!Toon lets you be a rabbit, duck, mouse, moose, woodpecker, wombat, crocodile, caveman . . . whatever you want.In Toon, anything can happen, and nobody ever gets killed. Been punched? Blown up? Steamrollered? Don't worry – you'll bounce back in the next scene, ready for more!This book includes quick, simple rules, plenty of silly charts and tables, and lots of cartoon adventures – a joker's dozen! This edition of Toon includes all the material from the original version, plus everything from Toon Silly Stuff, Son of Toon, and Toon Strikes Again – and lots of brand-new material, including two new Feature Films!Ready to get silly? Get in Toon!

Faiths & Avatars (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9516)


Julia Martin - 1996
    Detailed in this 192-page core supplement are the most prominent religions and deities of the Realms. Each divine power is covered in depth by an entry that includes information about the deity's appearance, personality, worshipers, portfolio, aliases, domain name, superior, allies, foes, symbol, worshipers' alignments, avatar, manifestations, church and specialty priests. The information on each religion includes its core dogma, day-to-day activities of priests, holy days and important ceremonies, major centers of worship, affiliated orders, and the priestly vestments and adventuring garb of members of the clergy. Finally, each entry contains spells specific to each of the religions - some new, some long unavailable or hard to find and some updated to conform with the current AD&D game rules. Faiths & Avatars includes: • All the greater, intermediate and lesser deities of the Faerûnian pantheon • The honored dead, including Bane, Bhaal, Moander, Myrkul and Leira, among others • Expanded and clarified specialty priest classes and specific spells for all religions with priesthoods • Color illustrations of priests from every faith in ceremonial dress • Four additional general priest classes now official to the Forgotten Realms campaign setting: crusaders, monks, mystics and shamans.

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Clanbook: Ravnos Revised


Deird're Brooks - 2001
    A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.