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Guildbook: Artificers Sourcebook (Wraith: The Oblivion) by Richard Dansky
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Geist the Sin-Eaters
Alan AlexanderMatthew McFarland - 2009
With the cold hand that brought you back to the living world, with the dry whispers that still haunt you, with the presence that has nestled in your soul.You've returned to a world where the living cannot see the shades that surround them. You drink rum to the dead, and you eat their remnants and legacies, taking their memories within you. Every night is the carnivale, because every night you walk with ghosts.Death is a door.You are the one with the key.Geist: The Sin-Eaters is the sixth game in the World of Darkness.Geist 1.1 has been fully re-edited to include the latest errata and then developed again to insure that those editing changes fully conform with the themes and intentions of the original design team. This is not a new edition, but an overhaul designed to insure that this version of Geist is everything you need to play the game.
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.
Street Samurai Catalog
Tom Dowd - 1990
A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.
Shadow Lords & Get of Fenris
Gherbod Fleming - 2001
In Shadow Lords, we see how the fractious Garou struggle for dominance over one another, and in Get of Fenris, at a Concolation - the largest gathering of Garou - we see them standing together in their endless war against the Wyrm. But how long can the Garou continue to fight this war? Their numbers are diminishing, and as this seven-book series will reveal, their past is being taken from them as well.
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.
Ars Magica, Fifth Edition
Jonathan Tweet - 1989
You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives. When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend.
Hunter: The Vigil
Russell Bailey - 2008
A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.
Call of Cthulhu D20 Roleplaying Game
Monte Cook - 2002
Since the early 1900's, H.P. Lovecraft has been considered one of the top writers in the entire horror genre. Elements of his work have appeared over the years in numerous horror arenas, but now roleplayers can delve into a campaign centered around the author's popular Cthulhu Mythos. The Call of Cthulhu Roleplaying Game contains everything needed to play or narrate a roleplaying campaign, including all core-game rules for the d20 game system.
When Will You Rage?
Stewart WieckJohn H. Steele - 1994
But the rise of mankind has seen an increase in the power of the Wyrm, a decayed entropic force that seeks to ruin Gaia. The Garou will not have this and wage a war that they have been losing for a millennia.The second edition of this anthology contains the best stories from the first edition, as well as new stories that even better reflect the world of Werewolf: The Apocalypse "TM" as presented in the revised edition of the Storyteller game.
Stronghold Builder's Guidebook
Matt Forbeck - 2002
This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."
Changeling: The Lost
Ethan SkempTravis Stout - 2007
Now you have found your way back through the Thorns, to a home that is no longer yours. You are Lost. Find yourself.The Core Rulebook for Changeling: The Lost• A rulebook for playing the changelings, those humans changed by durance in Faerie to something more than human• A vivid imagining of the fae beings and places that hide unseen in the World of Darkness• Provides new player types and antagonists for crossover chronicles as well as chronicles focusing on changelings aloneChangeling: The Lost is the fifth game in the World of Darkness.
Rifts Ultimate Edition
David MartinFreddie E. Williams II - 2005
There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.
Vampire
Kenneth Hite - 2018
You are a vampire, struggling for survival, supremacy, and your own fading humanity—afraid of what you are capable of, and fearful of the inhuman conspiracies that surround you.As a vampire you suffer the pangs of the Hunger, the relentless and terrible thirst for human blood. If you refuse to deal with it, it will overcome your mind and drive you to terrible acts to slake it. You walk this razor's edge every night.Dark designs, bitter enemies, and strange allies await you in this World of Darkness.The classic that changed roleplaying games forever returns! This fifth edition features a streamlined and modern rules design, beautiful new full-color art, and a rich story experience for players. Powered by the innovative Hunger cycle, the game also includes rules for creating system supported character coteries, Loresheets to directly involve players with their favorite parts of the setting and The Memoriam, a new way to bring the character's detailed backgrounds and expand on them in-session.V5 is a return to Vampire's original vision, moving boldly into the 21st century. While the rules have been redesigned, this new edition honors the deep story of the original, advancing the metaplot from where it left off and detailing exactly what has happened in the world of the Kindred up until tonight. The terror of the Second Inquisition, the conspiracies behind the Gehenna War, and the rekindling of the War of Ages: these are the building blocks of the modern V5 chronicle.