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Shadow World: Emer The Lost Continent (Rolemaster Roleplaying, #6100) by Iron Crown Staff
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Eclipse Phase: The Roleplaying Game of Transhuman Conspiracy and Horror
Rob BoyleTobias Wolter - 2009
Humanity is enhanced and improved, but also battered and bitterly divided. Technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. And other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien. In this harsh setting, the players participate in a cross-faction conspiracy called Firewall that seeks to protect transhumanity from threats both internal and external. Along the way, they may find themselves hunting for prized technology in a gutted habitat falling from orbit, risking the hellish landscapes of a ruined earth, or following the trail of a terrorist through militarized stations and isolationist habitats. Players may even find themselves stepping through a Pandora Gate, a wormhole to distant stars and the alien secrets beyond.
Tome of Magic: Pact, Shadow, and Truename Magic
Matt Sernett - 2006
These magic subsystems function alongside the existing D&D ® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you'll find three new standard classes -- one for each new kind of magic -- as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.Pact MagicPowerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic -- a combination of symbols and secret rituals -- to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.Shadow MagicThe Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.Truename MagicEvery creature has a truename -- the word of its creation. The truenamer knows the primal language of the universe -- the language of Truespeech -- and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.
Arcane Power: A 4th Edition D&D Supplement
Logan Bonner - 2009
New options for wizards, warlocks, sorcerers, bards, and swordmages...This tome focuses on the arcane heroes: characters who wield strange and mysterious spells and rely on their mastery of magic for survival.This book provides new archetypal builds for the wizard, warlock, sorcerer, bard, and swordmage classes, including new character powers, feats, paragon paths, and epic destinies.
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.
Rules Compendium
Chris Sims - 2007
The definitive reference guide of Dungeons & Dragons(R) core rules.Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.
Scion Hero
John Chambers - 2007
Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scionsthe offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.
Ravenloft Campaign Setting:
Bruce Nesmith - 1994
Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.
Monster of the Week
Michael Sands - 2012
There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.
Clanbook: Gangrel Revised
Brian Campbell - 2000
The Outlanders have no need for the petty Jyhads and useless sniping of the undead - they are vampires, the highest order of beasts! Now, Clan Gangrel prowls the night unfettered by the traditions of the crumbling Camarilla. They have finally called the night their own.Or Savages Unbound?As the first entry in an ambitious series of revised clanbooks, Gangrel expands upon the clan's appearance in the revised edition of Vampire:All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. Additionally, 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.
Menzoberranzan: Boxed Set
R.A. Salvatore - 1992
The priestesses of Lloth, the Spider Queen, demand (and receive) complete respect from the citizens of this mighty city. But what of the common folk - the drow of non-noble birth, the humans, and others? What is their lot in life, in this magnificent den of intrigue?Three books in this boxed set explain the ways of Menzoberranzan in detail. Book One: The City gives the reader a tour of the streets and districts, a wealth of information on various practices and customs, and an overview of daily life for each class of citizen (and non-citizen). Book Two: The Houses presents all eighteen major and minor Houses of the city, including the Matron Mothers and their immediate families, as well as any important advisers and associates. Book Three: The Adventure gives players a chance to take their characters into the web of deceit and intrigue woven by the denizens of this famed city.Additionally, this boxed set includes:Four connecting poster-sized maps of the city proper;one poster map of the House Baenre compound;a poster showing the rivalries and alliances among all eighteen major and minor houses; a 16-page House Do'Urden retrospective and the collected essays of Drizzt; twelve cardsheets containing in-depth statistics on main characters from Houses Nurbonnis and Millithor, and small maps for use in the adventure; and a full-color poster of the stunning box cover art by Jeff Easley.
Ghouls: Fatal Addiction
Ronni Radner - 1997
It seems so easy. Just a sip, a taste, and you're better than all the rest. You can suck up a bullet wound to the gut. You can knock your enemies through walls with a shove. You can have all the night has to offer without sacrificing your body and soul to it. This deal is too good to be true. Yeah. That's what Faust said. And now the Damned want their due. ...You Know You Want It! Ghouls: Fatal Addiction is a Vampire: The Masquerade sourcebook detailing the half-human servants of the Kindred. Whether you need a few new whipping boys or just want to taste the lash yourself, this book has everything you need to create ghouls as player or Storyteller characters. Watch out, though. This book just might make Renfield wake up and smell his fix...and the master who lives by blood might die by it, too. Ghouls: Fatal Addiction includes:* Rules for creating vassal, independent and revenant characters.* New Merits, Flaws, Derangements and other Traits to help you roleplay a codependent blood-slave.* Secret societies, ghoul "games," and clan-specific information on how vampires treat their servitors.
30 Years of Adventure: A Celebration of Dungeons & Dragons (D&D Retrospective)
Peter Archer - 2004
100,000 first printing.
Dungeon Master's Guide Rules Supplement: Campaign Sourcebook and Catacomb Guide
Paul Jaquays - 1990
We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In addition, we've included a number of settings for unusual dungeons. In short, there's something for everybody in this exciting addition to the AD&D game system.