Earthdawn Player's Guide (3rd Edition)

By Carsten Damm, James Flowers

[Please notice, this PDF can't be opened with the Foxit PDF viewer. I don't comprehend the technical purposes yet that's the way it is. Adobe reader will paintings simply high quality however]

Before technological know-how, sooner than historical past, an period of magic existed in our world's dim prior. Magic flowed freely, touching each element of the lives of guys and ladies of the Namegiver races. It used to be an age of heroes, an age of fantastical deeds and legendary tales. It used to be the Age of Legend. because the point of magic rose, so did the chance, luring Horrors from the depths of astral space-nightmare creatures devouring all lifestyles of their course. For 4 centuries, complete international locations concealed underground because the Horrors devastated their lands, a depressing time that grew to become referred to as the Scourge. A century in the past, the folks of Barsaive emerged from their sealed kaers and citadels. Trolls, dwarfs, elves, orks, and people dwell aspect through facet with unique races: the lizardlike t'skrang, the small, winged windlings, and the earthen obsidimen. Fantastical creatures reside once again within the forests and jungles. Arcane energies supply strength to these keen to profit the methods of magic. Now, daring heroes from throughout Barsaive band jointly to struggle for all times and freedom opposed to the rest Horrors and the oppressive Theran Empire, which seeks to bend the rebellious province back to its yoke. via noble deeds and sacrifice, the heroes of the realm forge Barsaive's destiny, arming themselves for his or her daunting activity with strong magical spells and treasures.

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Game Night

By Jonny Nexus

The gods do not play cube with the universe... until it is online game evening.

A twelve-thousand-year quest is ready to be accomplished, prophecies may be fulfilled, historical riddles replied, mythical evils bested, and the character of the universe printed. All that is wanted is a band of amazing heroes to do the finishing.

Unfortunately for the locals, a number of the gods have taken a private curiosity within the chronicle of those heroes' adventures. Now they're every one guiding one of many characters in the direction of the belief in their epic trip. that's, whilst they don't seem to be squabbling, backstabbing one another, blowing issues up unintentionally, refusing to play by way of the foundations, and turning the AllFather's production right into a mess of petty arguments, myth cliché, gratuitous wrestle and pointless cube rolls.

If you idea your video games staff could not be any worse, online game evening indicates simply how undesirable issues can get while a number of unruly deities make a decision they wish to play. and should the heavens support us all.

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Delta Green: A Call of Cthulhu Sourcebook of Modern Horror and Conspiracy

By John Tynes, Adam Scott Glancy, Dennis Detwiller

Welcome to the USA on the finish of the millennium. are you aware who's pulling the strings?

Delta eco-friendly is familiar with. issues from past house and time that lurk and titter within the shadows, the sluggish rot on the middle of humanity, the darkish stars that whirl madly above - those are the genuine masters of the realm. Delta eco-friendly has been combating because the 1928 Raid on Innsmouth, and the struggle nonetheless rages on.

This booklet is your weapon and your guide.

Originally a sourcebook bringing name of Cthulhu into the trendy period, Delta eco-friendly speedy grew to become its personal video game. this present day Delta eco-friendly is likely one of the best-reviewed RPGs ever, with its personal help line of supplementations and fiction. As of March 25, out of 17,637 video games within the authoritative RPG.net online game Index, Delta eco-friendly ranks #2, a place it has held for 5 good years.

Inside you'll discover a mystery heritage of the twentieth century and the movers and shakers who're avid gamers within the video game: Delta eco-friendly, the outlaw conspiracy operating contained in the U.S. executive to struggle the darkness; Majestic-12, the clandestine organization that cuts bargains with extraterrestrial beings and studies to nobody; SaucerWatch, a alien craft learn team toward the reality than they recognize; the Harotechnia, immortal Nazis who serve a risen Hitler; and the destiny, an occult syndicate that is familiar with the place the our bodies are buried.

Plus:

  • new talents, spells and weapons
  • new Mythos tomes
  • profiles of thirty-six real-world intelligence and law-enforcement businesses, with personality templates for each
  • a examine Mi-Go biology, philosophy, and operations
  • analysis of the Cthulhu Mythos within the sleek day
  • a authentic background of the U.S. intelligence and law-enforcement community
  • dozens of worthwhile NPCs,
  • campaign-construction guidelines
  • two situations and a quick campaign
  • Delta eco-friendly makes use of the CoC uncomplicated Role-Playing (BRP) process up to date for the trendy period, with ideas for including pcs and computer weapons to the struggle opposed to Elder Gods, squamous creatures, and their cults. Its power lies within the convincing means it combines Lovecraft's Mythos with smooth conspiracies.

    Winner of the 1997 Origins Award for top Roleplaying complement.

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    CthulhuTech

    By Sandstorm Productions

    The final War

    2085. Humanity faces extinction. Alien bugs from the sting of our sunlight approach, lengthy hidden in the back of the façade of truth, descend to enslave us. Hordes of unspeakable horrors roll out from significant Asia, laying waste to whatever of their direction. The church of the fish-god scours the realm for misplaced occult secrets and techniques to unharness negative forces. lifeless gods wake up and switch their dreadful eyes towards the Earth. And inside of hides a melanoma, consuming away on the very middle of the hot Earth Government.

    This is the Aeon battle. this is often the time of CthulhuTech.

    CthulhuTech: The Game

    CthulhuTech is an leading edge storytelling video game that started off as a mixture of 2 well known genres. the 1st used to be that of cosmic horror, made favored by means of H. P. Lovecraft and culminating within the modern-day with parts of Mike Mignola s Hellboy and John chippie s within the Mouth of insanity. the second one was once that of huge mecha eastern animation, made preferred by means of such sequence as Robotech, Neon Genesis Evangelion, and Rahxephon. however the environment has grown some distance past what it began to be. CthulhuTech is now a really precise hybrid of genres cosmic horror, anime, post-apocalypse, conventional horror, and technology fiction mixed jointly seamlessly.

    CthulhuTech: greater than A Game

    Climb within a thirty-foot tall conflict desktop and rain down hell at the unwavering Migou. struggle enamel and nail at the entrance strains opposed to the bad beasts of the Rapine typhoon. hunt down the disgusting corruption of the insidious Esoteric Order of Dagon. discover the darkish international of the malignant Chrysalis company and their unseen big brokers. Sift via secrets and techniques lengthy notion misplaced and bend the ability of the cosmos in your will. take part symbiosis with whatever past time and area and develop into a shape-shifting bringer of wrath.

    Nowhere else will you discover a surroundings like this.

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    The '70s (Designers & Dragons, Volume 1)

    By Shannon Appelcline

    Every little thing YOU’VE desired to learn about THE ORIGINS OF ROLEPLAYING GAMES...

    Designers & Dragons: The ’70s is a finished photo of the beginnings of the RPG undefined. This moment variation expands the unique unmarried ebook right into a sequence of 4, and we’ve further over 50,000 new phrases to this quantity by myself. find out about the colourful background of TSR and the wave of D&D encouraged video games (and gaming businesses) to persist with, and dip your feet into wargaming minutiae. despite your gaming heritage, Shannon Appelcline’s meticulously researched heritage won’t disappoint.

    In this quantity, you’ll find:

  • A foreword by way of Greg Stafford, writer of Glorantha and writer of King Arthur Pendragon
  • Profiles for 13 Seventies gaming businesses together with TSR, GDW, and Chaosium
  • The inside of scoop at the back of video games like D&D, vacationer, and The fable Trip
  • Ten stuff you will possibly not learn about roleplaying within the ’70s
  • An vast bibliography and index
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    Immortal Eyes: The Toybox (Changeling: The Dreaming)

    By Keith Herber, Sam Chupp

    The Shining City!

    Welcome to San Francisco, website of the resurgence of fae on the earth. This urban could be crucial to the fae, for the Glamour is extra robust right here than anywhere on the earth. No different urban comprises extra freeholds and magical websites than the Shining City.

    The Elusive Eyes...

    The first a part of the Immortal Eyes trilogy. The Toybox, choices up the place "Toys might be Toys" left off. The Immortal Eyes chronicle combines a trilogy of novels with a sequence of video game sourcebooks. this primary chronicle for Changeling: The Dreaming blends wealthy backgrounds and settings with the lavish characterization and tightly woven plots that in basic terms fiction grants. In so doing, the Immortal Eyes chronicle will immerse gamers and readers alike within the mystical global of the Dreaming.

    Immortal Eyes: The Toybox features:

    a glance into the freehold and lives of the various fae population of San Francisco in addition to an entire heritage and review of the bay area.
    3 mini-stories designed to mesh with the Immortal Eyes chronicle.
    information at the Immortal Eyes chronicle, permitting you to play out the tale because it is within the novels, or continue in a completely new course.

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    Guildbook: Spooks & Oracles (Wraith the Oblivion)

    By Henry Higgenbotham

    Guildbook: Spooks and Oracles is the 6th within the carrying on with sequence of Guildbooks for Wraith: The Oblivion. inside of are whole Guildbooks for either Guilds, masking every thing from Guild histories to new Arcanos makes use of. If it is whatever you want to find out about the Spooks or Oracles, it really is in the following. Capiche? Good...

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    Numenera Character Options

    By Robert J. Schwalb, Monte Cook, Shanna Germain

    The personality Your Envision

    Every participant desires to play precisely the personality they envision. And Numenera personality thoughts is the following to aid make that attainable! This publication is brimming with new fabric and new offerings to assist make Numenera personality production much more enjoyable, extra fascinating, and extra weird.

    Numenera personality suggestions includes:

  • More than forty new talents for every personality style. New struggling with strikes for glaives, esoteries for nanos, and methods of the alternate for jacks.
  • More than forty new descriptors, together with location-based descriptors to tie your personality to the environment of the 9th global, or even “negative” descriptors like Craven, merciless, and Doomed.
  • Dozens of recent foci, equivalent to Battles Automatons, Masters bugs, strikes Like a Cat, by no means Says Die, and Travels via Time.
  • New mutations for mutant characters.
  • Four new racial descriptors (including a brand new visitant variety) for gamers who actually need to play whatever weird.
  • New suggestions for development past the 6th tier.
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    Isengard and Northern Gondor (MERP ICE #2800)

    By Christian Gehman

    Includes full-color sector map of NORTHERN GONDOR, full-color cutaway view and flooring plan of ORTHANC, 2 whole urban plans, complete description of SARUMAN, herb lists and political intrigue, HELM'S DEEP & a lot more.

    The fortress of Isengard was once equipped through the Númenórians in a sheltered valley on the southern limits of the Misty Mountains. Its major function used to be to guard the space of Calenardhon and the Fords of Isen opposed to assaults through Sauron's forces. Self-sufficient and enchanted, it later turned the just about impregnable citadel of Saruman the White. No spire in Middle-earth was once more advantageous, keep the darkish Tower of Mordor.

    ISENGARD and northerly Gondor includes:

    - eight FULL-COLOR PAGES: a 2-page nearby map, maps of Calmirië (Aldburg) and Dunlostir , plus four pages at the Tower of Orthanc
    - significant LAYOUTS: The Underground degrees of Orthanc, The access Passage, and The Hornburg
    - THE citadel OF ISENGARD: one of many maximum architectural creations in all of Middle-earth
    - different population OF THE quarter: The Calenardhrons, The Dunlendings, and the Drúedain

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