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Superiors 1: War & Honor by Robert M. SchroeckS. John Ross
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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.
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: Toreador Revised
Heather Grove - 2000
More than any other Kindred, they feel the damnation of the Embrace, as it extinguishes the flame of creativity for which they long. But what passions inspire the Toreador after they receive the Embrace?The Undead Find Their MuseAs part of the revised lineup of clanbooks, Toreador takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.
Shadow of the Demon Lord (SDL1000)
Robert J. Schwalb - 2015
But in the desperation of these last days, the world will take all those it can get: heroes, blackguards, madmen, and whoever else is willing to stand against the coming darkness. Will you fight the demons - or will you burn it all down and dance among the ashes? Who will you become when the world dies? Shadow of the Demon Lord opens a door to an imaginary world held in the grip of a cosmic destroyer. Enter a land steeped in the chaos and madness unleashed by the end times, with whole realms overrun by howling herds of beastmen, warped spirits freed from the Underworld, and unspeakable horrors stirred awaken by the Demon Lords imminent arrival.
White Plume Mountain
Lawrence Schick - 1979
WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...
GURPS Space
Jon F. Zeigler - 2006
Design alien races and monsters.Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems... quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.
Clanbook: Toreador
Steven C. Brown - 1995
For millennia, their world-shaking battles within the clan have been just as intense as their relentless struggles against other Kindred. No other clan has had such an effect on the world of mortals. No other clan can match the effect of the Toreador. Clanbook: Toreador includes:* the history of the clan and the roles it has played in both human and vampiric culture;* ten sample characters suitable for players and Storytellers;* the secrets of how the Toreador use their arts to destroy their enemies.
GURPS Ultra-Tech
David L. Pulver - 2007
It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.
Monsterhearts
Avery Alder - 2012
When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.
Pathfinder Adventure Path #1: Burnt Offerings
James JacobsAndrew Hou - 2007
Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.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.
In Search of the Unknown
Mike Carr - 1979
Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.
RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
Legend of the Five Rings RPG
John Wick - 1997
The game uses the Legend of the Five Rings setting, and primarily the nation of Rokugan which is based on feudal Japan with influences from other East Asian cultures.Like most role-playing games, Legend of the Five Rings is played by one or more players and a game master, who controls the events that happen during the game as well as thenon-player characters (also called "NPCs"). An aspect that sets Legend of the Five Rings apart from other games is the inclusion of courtiers and other non-combatant character types as valid player character types. Most role-playing games focus heavily on combat and non-combatants are generally only given as non-player characters, whereas in Legend of the Five Rings it is possible (although unlikely) to play an entire game with no scenes of combat at all.In 1998, Legend of the Five Rings won the Origins Award for Best Roleplaying Game of 1997.
Sly Flourish's Dungeon Master Tips
Michael E. Shea - 2010
You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.