Book picks similar to
Mentalism Companion by N. Caldwell
rolemaster
fantasy
roleplaying
borrowed
The Complete Bard's Handbook
Blake Mobley - 1992
The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!
Dungeon Master's Guide Rules Supplement: The Castle Guide
Grant Boucher - 1990
Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.
Chillin’ in Another World with Level 2 Super Cheat Powers: Volume 1
Miya Kinojo - 2021
Banaza is one of those heroes, summoned from the Royal Capital Paluma, but something’s not right—Banaza is only an average merchant. He has no magic, no fighting ability, and his stats are abysmal. Worse, a mishap leaves him unable to return home! Rejected as a hero and stranded in another world, abandoned to the far reaches of the kingdom by a cruel king who just wants him gone, Banaza’s fate looks pretty bleak. But what will happen once the failed hero candidate finds himself with super cheat powers once he hits level two?
The Sigilist
Andrew Karevik - 2020
The few patrons who pass through his tavern are often travelers looking for a cold beer and warm bed, but they move on quickly after that. The pretty noblewoman who visits from time to time, owner of the land Lance works, barely notices him, despite his efforts. But what is a peasant to do?One night, a traveler, poor and weary, arrives with nary a coin in his pocket. Lance, ever a man of hospitality, allows him to stay. The weary traveler sleeps in one of the tavern rooms and dies overnight, leaving behind nothing except a book of spells. This spellbook, which talks, explains to Lance that this wizard had no next of kin and sought instead to grant his immense power to whoever took him in first. The spellbook now belongs to Lance, changing everything in an instant.Within the pages of the book are sigils—carefully scribed arcane markings that transfer power. By learning to replicate a sigil in the air, Lance is able to cast spells. Magic is relatively secretive in this world; there are no wizard schools, nor books to explain how it works. All wizards are sworn to secrecy. By gaining the power of the Sigilist, Lance’s opportunities become endless.Will Lance be able to use these spells wisely, helping the world he lives in? Can he use his power to win the heart of the fair noblewoman who has not once paid him any mind? Or will the strange powers that exist in the world lure him to serve the causes of a Sorcerer King who is slowly building his dominion to reign over the land?
Dragon Age RPG Set 1
Chris Pramas - 2010
Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age
Starfinder: Alien Archive
Jason KeeleySteve Kenson - 2017
What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost
Nobilis
R. Sean Borgstrom - 1999
Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.
The Devil's Advocate
Gherbod Fleming - 1997
Relentless hunger gnaws at them, but no matter how many victims they drain, withered vampires litter the shadows. Not since the Black Death has Owain, Ventrue elder, seen anything like this fatal affliction that ravages the world. But this time vampires are the victims. The anarchs suspect a plot by their elders. The elders blame the Sabbat. The Sabbat fears the return of the antediluvians.There is opportunity in this chaos. As the Masquerade crumbles around Owain, which power will he serve? Or will he serve himself?The first book of the Trilogy of the Blood Curse, set in the world of Vampire: The Masquerade. The story crosses over with The Grails Covenant, for Vampire: The Dark Ages.
Clanbook: Setites
Richard Watts - 1995
I wish you joy o'th' Worm!"We are the small voice that whispers to you in the lonely hours of the night. We call to the darkness within all of you. We came from the dark, and to the dark we shall all return..."Called the corrupt by even the most crooked Ventrue, the Setites are almost universally mistrusted and feared by the clans of the Camarilla, and scorned by the Sabbat for their unwillingness to share in the Vaudalrie.Clanbook: Setites includes:* Extensive history of the followers of Set* All new Merits and Flaws for Setite characters* Ten complete character templates!
Clanbook: Malkavian
Daniel Greenberg - 1995
No they don't. Madness is often only a step away from enlightenment and, for some, is a step beyond. No it isn't. Now learn how the Malkavians twist the world for their benefit. You won't learn a thing. Discover the truth of their madness. It's too late for that. Clanbook: Malkavian includes: * The history of the clan and the true depth of its member's insanities;* 10 sample characters suitable for players and Storytellers; and* ιφ ψου χαν ρεαδ τηισ, ψου αρε οφφιχιαλλψ τραγιχαλλψ ηιπ.
The Vampire Player's Guide
Andrew Greenberg - 1991
A large portion of the book's text is reprinted, updated, and revised from the previous version of the Players Guide to fit the Second Edition's rules and formatting style. Notable among the new content in this edition of the Players Guide is the introduction of two new bloodlines, the Daughters of Cacophony and the Samedi, along with their respective signature Disciplines.
Ten Candles
Stephen Dewey - 2015
It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.
Pathfinder, Volume 1: Dark Waters Rising
Jim ZubDave Dorman - 2013
The scattered goblin tribes of Varisia are unifying in ways no one has ever seen before. At the heart of this strange evolution is an ancient force of evil looking to establish itself anew in the world of Golarion!Paizo's award-winning fantasy world, fiction line, and tabletop RPG is now the ultimate fantasy comic! With an action-packed story written by Jim Zub (Street Fighter Legends, Skullkickers) and incredibly detailed artwork by newcomer Andrew Huerta, this first volume introduces readers to a richly envisioned fantasy world filled with compelling characters and impressive sights.This collection features:- Issues 1-6 of the hit series by Jim Zub and Andrew Huerta- The exclusive, never-before printed tale, "The Last Mosswood Goblin," by Jim Zub and Ivan Anaya- All 31 beautiful covers by Matteo Scalera, Lucio Parrillo, Erik Jones, Tyler Walpole & Dave Dorman- An introduction by Paizo Publisher Erik Mona- 42 pages of encounters, characters, and world detail for the Pathfinder RPG- An all-new, removable poster-map of the region explored in the comicAnd more!
Fiendish Codex I: Hordes of the Abyss
Ed Stark - 2006
They are as ancient and infinite as the multiverse itself. Even the bottomless Abyss could not contain their malice, and so they spread out across the planes, corrupting and destroying everything in their path. No living soul is beyond their reach, and with each conquered soul their numbers grow. What can stand against such a terrifying onslaught?This supplement for the D&D® game presents the definitive treatise on demons and their unspeakable home plane. Along with information about the physiology, psychology, society, and schemes of demonkind, you’ll find feats, spells, items, and tactics commonly employed by demons and those who oppose them. This book also provides detailed information on various demons, demon lords, and Abyssal layers.For use with these Dungeons & Dragons® core booksPlayer’s Handbook™ Dungeon Master’s Guide™ Monster Manual™