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Savage Worlds Explorer's Edition by Shane Lacy Hensley
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Numenera Corebook
Monte Cook - 2013
Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenara.Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called "magic" of the past to create a promising future.
Fate Core System
Leonard Balsera - 2013
Fate Core is that engine.
Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen.
Inside, you’ll discover:
Easy-to-follow rules for character and world creation.
Rock-solid storytelling advice for players and GMs to produce the best play experience.
Clearly-defined systems to guide players both new and old.
New and improved approaches to character actions, aspects, compels... and more!
TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!
Fate Accelerated
Clark Valentine - 2013
Maybe you’re looking for the ideal pickup roleplaying game. Or you’re a first-time gamer looking to try something new without investing hours of your time. Regardless, Fate Accelerated Edition will bring something special to your table.Fate Accelerated, or FAE, is a condensed version of the popular Fate Core roleplaying game that brings all the flexibility and power of Fate in a shorter format. Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.3… 2… 1… GAME ON!
Volo's Guide to Monsters
Wizards of the Coast - 2016
- A deep dive into the lore behind some of D&D's most popular and iconic monsters - Dozens of monsters new to the fifth edition to include in your epic adventures - New playable races to allow you to build characters to fit nearly any type of story in your D&D game.The esteemed loremaster Volothamp Geddarm is back and he's written a fantastical dissertation, covering some of the most iconic monsters in the Forgotten Realms. Unfortunately, the Sage of Shadowdale himself, Elminster, doesn't believe Volo gets some of the important details quite right. Don't miss out as Volo and Elminster square off (academically speaking of course) to illuminate the uninitiated on creatures both common and obscure. Uncover the machinations of the mysterious Kraken Society, what is the origin of the bizarre froghemoth, or how to avoid participating in the ghastly reproductive cycle of the grotesque vargouille. Dungeon Masters and players will get some much-needed guidance as you plan your next venture, traipsing about some dusty old ruin in search of treasure, lore, and let's not forget ... dangerous creatures whose horns, claws, fangs, heads, or even hides might comfortably adorn the walls of your trophy room. If you survive.Research has never been so dangerous!
7th Sea (Seventh Sea) Player's Guide 1668
John Wick - 2000
Players take the roles of heroes bent on thwarting the plots of knaves and villains, exploring ancient ruins and plundering the treasure fleets of tyrants. Everything a player needs is included in the pages of this book. Easy to get started: The book opens with a Quick Start Guide so you can start playing within minutes.A Complete New World: Players will find almost one hundred pages devoted to Theah, the world of 7th Sea.Flexible rules: 7th Sea uses a unique bidding system, giving players and Game Masters control over the mechanics of the game.Advice for Novice and Experienced Players: If you've never played a roleplaying game before, or if you're an "old school" veteran, you'll find tons of hints and advice to help you act and interact within the world of 7th Sea.
Dungeon World
Sage LaTorra - 2012
You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters.To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 1-4 hours.Explore fantasy adventure roleplaying in a whole new way with Dungeon World!
Monster Manual
Mike Mearls - 2014
This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. • The second of three core rulebooks, this book details all manner of creatures that characters might encounter over the course of their adventures. • An essential resource for Dungeon Masters to use in populating any type of challenge they might contrive for their players. • Created as part of a massive public playtest involving more than 170,000 fans of the game.
The World of Darkness
Bill Bridges - 2004
Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies - 'There are no such things as monsters' - or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character s experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows.
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.
Apocalypse World
D. Vincent Baker - 2010
In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.Now that's not what we've got. Now we've got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there's not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers and battlebabes carve out what they can and defend it with blood and bullets. Drivers and operators search and scavenge, looking for that opportunity, that one perfect chance. Skinners remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don't worry now about what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world's psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.And you, who are you? This is what we've got, yes. What are you going to make of it?
Pathfinder Roleplaying Game: Core Rulebook
Jason BulmahnDavid Eitelbach - 2009
Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving 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 Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds
Mutants & Masterminds: RPG
Steve Kenson - 2005
Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!
Eberron Campaign Setting
Keith Baker - 2004
11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories.Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.