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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
"The Mutant Epoch is about humankind's attempt to reclaim some
semblance of civilization, calling upon its best and boldest to
uncover the lost knowledge and power of the old ones." The Mutant
Epoch post-apocalyptic RPG challenges your in-game persona to
survive in an age of rediscovery, high adventure, savage conflict,
and freakish mutants and machines. Characters work in small
excavation teams making forays into ruined cities, through junk
strewn wastelands, twisted forests, nightmarish swamps and across
polluted seas. During their expeditions they must contend with
mutant beasts, the environment, as well as raiders, cultists, and
robotic forces, only to stake their place in the newly emerging
barter forts and factional bastions of humanity. Players can take
on the roles of pure stocks, mutants, ghost mutants, cyborgs,
beastial humans and an assortment of synthetic or engineered
humans. All you need is this book, dice, paper and pencils, a few
friends and your imagination. The Mutant Epoch uses the Outland
System game mechanic, which employs the full set of polyhedron
dice, is easy to learn, logical, fast paced, and perfectly suited
to the hard core action of post apocalyptic game play. Inside this
lavishly illustrated book you will find all the rules, art and
content to generate characters, challenge them with perils, and
then reward them with potent relics. This core book includes: 8
character types 30 castes 36 skills over a 111 mutations 68
cybernetic implants 104 creatures 9 robots and 10 androids complete
encounter tables hazards, traps and insanity typical humans rules
for called shots, parrying and chases 9 relic vehicles, 44 weapon
relics, 14 armor relics and 70+ miscellaneous relics common PA
vehicles and 10 scrap built Vehicles dozens of helpful tables
character sheet GMs party record sheet grid and hex paper, and much
more Plus, there are numerous supplemental books, Excavator Monthly
magazine issues, fiction, art, and as an added bonus buying the TME
Hub Rules book automatically grants the owner exclusive membership
in the Society of Excavators.
The fourth sourcebook for The Squared Circle Wrestling RPG, this
time we explore thhe world of female wrestling. Will you play a
Vixen who uses her sex appeal to get the fans wrapped around her
little finger...giving her the power to claim the victory? Or will
you play a wrestler who puts more emphasis on training, ability and
hard work to lead her through the world of professional wrestling.
Women's Wrestling is just starting to take off in the Wrestleverse,
it's all up to you
Within this fabulous collection of text based Fantasy Gaming Solo's
you will find the following solo's; Hobbitville Solo, Slaying the
Minotaur Solo, Adventure in Khazan Solo, Khazan Sewers Solo and The
True Wild West Solo. Each solo is unique unto itself and each solo
can be played as a stand alone solo. You can adventure through
these solitaire adventures by yourself or play with your friends.
They are easy to understand, filled with in-depth examples.
Everything you'll need to know to play is here. Even if you don't
play solo's, they are still enjoyable to read and play along in the
fantastic adventure to see what happens. Surviving each solo and
escaping with the treasure is always great fun. As with all solo's,
they have been designed to be easily used with any Fantasy Role
Playing Game Rules such as; D&D, Tunnels & Trolls, or any
other game system. You can be all these when you play in theses
worlds you explore and great quests you pursue are limited only by
your imagination
Storytelling is one of the oldest living traditions, continuing
today as theatre, literature, television and film. Roleplaying
games evolved their own version of storytelling by piecing together
a tale based on the outcome of dice rolls and player choices. Story
Engine breathes new life into this multi-authored game format,
infusing it with the fluidity of oral tradition while liberating it
from the confines of turn-based mechanics. Create characters using
adjectives and phrases. Like novels, the different elements of a
character all contribute to the story -- even flaws and foibles.
Collaborate to tell a story of the characters. Pool resources to
work as a group to solve conflicts. Narrate the outcome of scenes
based on success. This updated 2011 edition of the original
ground-breaking Story Engine roleplaying game features: Complete
rules, plus introductory Story Bones(TM) rules Optional rules for
customizing the system Extensive advice on running games Three
plug-ins for running different genres: Six Guns & Whiskey(TM)
(Wild West), In the 'Zone(TM) (Sci-Fi), and Of Legend(TM) (Fantasy)
Plug-in for use with the Maelstrom Storytelling(TM) world Two
adventures
Magic has suffused the Inner Sea region for thousands of years.
This Pathfinder sourcebook takes a detailed look at the magical
traditions of the Inner Sea, including rules for magic variants
(from hideous fleshwarping rituals to the wild and unpredictable
surges of primal magic), examinations of how magic is taught (be it
in schools, temples, guilds, or secret societies), and how the
spellcasters of the region have chosen to specialize in various
forms of magic. Additionally, this book presents two, new oracle
mysteries, 18 new archetypes for spellcasting classes, a pair of
prestige classes (the cypher mage and the divine scion), and a wide
selection of unique, unusual, and exciting new spells for all who
would seek to master the art of magic.
An expansion for the Uber RPG: Steampunk Ruleset, this Sourcebook
provides the framework for an overflowing Steampunk city, including
government, demographics, law enforcement, utilities, sanitation,
new secret societies, 20 complete locations, 85 story seeds, and
over 40 new NPCs. Urban Steampunk is the perfect setting for any
campaign that takes place in a retro-futuristic world, be it grim
or frivolous, historic or fantastical.
The Unspeakable Oath is an award-winning quarterly magazine
dedicated to tabletop roleplaying games that are based on the
Cthulhu Mythos -- the creations of horror author H.P. Lovecraft,
the writers who inspired him, and the writers who followed him.
Created and published by game designers, writers and artists who
love Cthulhu Mythos gaming, every issue provides ideas,
inspiration, tools and techniques to make your games more horrific
than ever. The Unspeakable Oath 20 includes: The Dread Page of
Azathoth This issue's foreword by editor-in-chief Shane Ivey. The
Eye of Light and Darkness Reviews of games, books and movies that
are of special interest to Cthulhu Mythos gamers. Reviewed in this
issue: Musica Cthulhiana, Cthulhu's Dark Cults, Curse of the Yellow
Sign Act 1, Machine Tractor Station Kharkov-37, Marble Hornets: The
Complete First Season, The Watchers in the Sky, Cthulhu Invictus,
Halloween Horror and Murder of Crows. The Plot Thickens A Tale of
Terror by Adam Gauntlett. She Just Couldn't Stay Away A Call of
Cthulhu scenario by Jeffrey Moeller. The Arm in the Green Box An
Arcane Artifact for Delta Green by Bret Kramer. The Monongahela
Carver Cipher A Mysterious Manuscript by Dan Harms. The Eye of
Daoloth An Arcane Artifact by Dion Clark. The Assassins A
fascinating historical feature by Dave Hardy with Adam Scott
Glancy. Directive from A-Cell A Delta Green feature by Adam Scott
Glancy. Let's Learn Aklo A Call of Cthulhu scenario for Delta Green
by James Haughton. (Winner of the annual Delta Green Mailing List
Shotgun Scenario Competition.) Signs Short fiction by Greg Stolze.
The Unspeakable Oath 20 features cover art by Todd Shearer,
interior art by Toren Atkinson, Rob Mansperger Jr., and Bradley
McDevitt, and page design by Jessica Hopkins. It's edited by Shane
Ivey with Adam Crossingham, Dan Harms, Greg Stolze and John Scott
Tynes.
Prepare to Unleash your Imagination with Ancient Odysseys: Treasure
Awaits , an introductory fantasy roleplaying game. Assume the role
of a mighty warrior, powerful wizard, or crafty rogue and explore
the ancient dungeons, catacombs, and ruins in the Known World.
Start playing in less than 10 minutes. Two or more friends can join
your adventures-or grab all the glory for yourself. Choose which
areas to explore, choose which monsters to attack, and choose how
to dole out the treasure. Then proceed with your own adventures
into the dark and dangerous depths, exploring either random
catacombs or those you design yourself. Written for beginners, yet
perfect for veteran roleplayers in search of a fast-playing and
flexible experience. Requires one or two dice. Downloadable sheets
for characters and monsters are available at the Precis Intermedia
website (www.precisintermedia.com).
The world is in peril and only you and your fellow Superheroes can
save the day Welcome to QUERP Heroes. Welcome to a world much like
your own, where people live out their daily lives, caring for
family, going to work and partying with friends. Welcome to a world
where crime, war, failing economies and widespread famine influence
the lives of millions every day. What is the main difference
between this world and yours? You have incredible powers. QUERP
Heroes allows you to become one of a rare group of individuals from
across the globe that have been gifted with rare and fantastic
capabilities; superpowers. Together, you and your super-powered
friends will become heroes straight out of the comic books, busting
heads, taking names, fighting crime and tracking down evil wherever
it lurks. Along the way you will face petty street thugs, giant
monsters, supernatural beasts, mighty villains and evil
masterminds, growing in strength, reputation and power and earning
that title of Superhero.
Explore the best and bleakest aspects of film noir in this
roleplaying game that draws on classic films of the Forties for
inspiration. Chase down missing persons and investigate murders
with the grittiness and cynicism of film noir. Portray private
detectives, femmes fatales, desperate district attorneys,
con-artists, government agents, reporters, and other classic
staples of the genre.
Tap into the mysteries of psionics, using sheer force of will to
allow psionic characters to let loose power to rival any physical
force or magical energy. Contained in this book, you will find the
secrets of psionics, the magic of the mind. Contained within the
pages of Psionics Unleashed you will find: Four 20-level psionic
base classes: the psion, psychic warrior, soulknife, and wilder
Nine psionic prestige classes, including the elocater and the
thrallherd Eight psionic races to create new characters, from the
blue, to the elan, to the serpentine ophiduan. Dozens of psionic
feats for psionic characters of all classes Hundreds of psionic
powers, ranging from precognition to reality revision Updated to
support the rules of the Pathfinder Roleplaying Game, Psionics
Unleashed contains everything needed to easily integrate psionics
into any campaign, including characters, items, monsters, and
powers.
Welcome to a world of mad, inspirational wonders and wild
scientific theory wrapped in fog, run by gears, and lit by
gaslight. Steampunk is a venue for adventure, no doubt about that,
with science and technology unhindered by the laws of physics,
societal norms from any culture past, present or future, and only
as much historical accuracy as fits the whims of the moment. It is,
simply put, a realm where anything is possible under the guise of
skimming whatever we want from an idealized - or grossly imperfect
- version of the 19th Century. Uber RPG: Steampunk provides all the
tools and background you need to enter this retro-futuristic
universe with just as much potential for light hearted adventure as
it has for deep dives into the psyche of a dark and harshly split
world.
The Unspeakable Oath is a quarterly magazine dedicated to tabletop
roleplaying games that are based on the Cthulhu Mythos -- the
creations of horror author H.P. Lovecraft, the writers who inspired
him, and the writers who followed him. Created and published by
game designers, writers and artists who love Cthulhu Mythos gaming,
every issue provides ideas, inspiration, tools and techniques to
make your games more horrific than ever. The Unspeakable Oath 19
includes: The Dread Page of Azathoth This issue's foreword by
editor-in-chief Shane Ivey. The Eye of Light and Darkness Reviews
of games, books and movies that are of special interest to Cthulhu
Mythos gamers.
- Cthulhu Saves the World, reviewed by Brian Sammons.
- Death in Luxor, reviewed by Matthew Pook.
- The Freeport Trilogy, reviewed by Matthew Pook.
- The H.P. Lovecraft Literary Podcast, reviewed by Brian
Sammons.
- The Last Lovecraft: Relic of Cthulhu, reviewed by Brian
Sammons.
- Lovecraftian Tales from the Table, reviewed by Matthew
Pook.
- Monsters, reviewed by Brian Sammons.
- Shadows of Yog-Sothoth, reviewed by Matthew Pook.
Tales of Terror Short descriptions of disturbing situations, each
with three possible ways the game moderator could have them unfold
in play. "Property Values," by Adam Gauntlett-when a house is not a
home but a horror. "Sawbucks," by Monte Cook-wealth that really is
a burden. Arcane Artifacts Deadly objects ready to be added to your
games. "Dollars of Dagon," by Bobby Derie-a numismatist's dream
that can quickly turn nightmare. Mysterious Manuscripts Tomes of
forbidden knowledge, ready for play. "Henry Darger's Second Novel,"
by Pat Harrigan-long after his death, the famous recluse again
redefines "outsider art." "Joy Shusterman's Basement," by Jeffrey
Moeller-in which you can learn a lot from isolation. "The Twelfth
Book of Moses," by Adam Gauntlett-a New Age classic that would be
better to stay underground. Feature Articles "Bernice Cartfield,"
by Greg Stolze-a modern-day occultist who's a perfect Friendly or
foil for Delta Green. "Cheating Madness," by Brennan Bishop-tips
for livening up your trips to the mental ward. "Paramour of
Y'golonac," by Oscar Rios-a seductive new monster. Scenarios "The
Brick Kiln," by Adam Gauntlett-a Trail of Cthulhu adventure set in
rural 1930s England. "Suited and Booted," by Adam Gauntlett-a Call
of Cthulhu adventure set in the grimy side of 1920s London. Message
in a Bottle A short, self-contained vignette of Cthulhu Mythos
horror. "Dying Sunlight," by David Jacobs-a glimpse at the life of
a photographer who took more than pictures.
Welcome to QUERP: The Gamemaster's Guide. This tome is the fifth
book in the QUERP series and is part of core rule books along with:
The Second Edition Rule Book, The Player's Companion and The
Bestiary. This book has been written to introduce new Gamesmasters
to QUERP but could be adapted to introduce a budding Gamesmaster to
any game system. Within these pages you will find: Creating a Game
World Creating and Adventure (both campaign and single session)
City Generator New Monsters The Complete list of Spells Magic Items
Realms of the Ice Giants: pt 1 of an adventure"
The Unspeakable Oath is a quarterly magazine dedicated to tabletop
roleplaying games that are based on the Cthulhu Mythos -- the
creations of horror author H.P. Lovecraft, the writers who inspired
him, and the writers who followed him. Created and published by
game designers, writers and artists who love Cthulhu Mythos gaming,
every issue provides ideas, inspiration, tools and techniques to
make your games more horrific than ever. The Unspeakable Oath 18
includes: "The Branchly Numbers Edit," a Mysterious Manuscript by
Pat Harrigan. "The Chinaman's Screen," an Arcane Artifact by Adam
Gauntlett. "The Forgotten," an Arcane Artifact by Dan Harms. "The
Art Show," a Tale of Terror by Nick Grant. "House of Hunger," a
Tale of Terror by Monte Cook. "Mr. Popatov," a Tale of Terror by
John Scott Tynes. "Slight Return," a Tale of Terror for Delta Green
by Pat Harrigan. "Tales of Nephren-Ka" by James Haughton. "The
Chapel of Contemplation" by Dan Harms. "Black Sunday" by George
Holochwost and C.A. Suleiman. "Dog Will Hunt," a 1920s Call of
Cthulhu scenario by Richard Becker. "The Word," a short story by
Shane Ivey.
This scarce antiquarian book is a selection from Kessinger
Publishing's Legacy Reprint Series. Due to its age, it may contain
imperfections such as marks, notations, marginalia and flawed
pages. Because we believe this work is culturally important, we
have made it available as part of our commitment to protecting,
preserving, and promoting the world's literature. Kessinger
Publishing is the place to find hundreds of thousands of rare and
hard-to-find books with something of interest for everyone!
Lady Luck she is a fickle mistress. Why not take her out and get
her something nice? Actually, she better be in a hot bath with a
glass of wine while you are rubbing her feet, because with "The
Devious Book of Fumbles & Crits," if you roll a "1" she can
make your life a living hell...literally.
Open your subconscious and enter the Dreamscape - a world of
nightmares and hope. Expand your options with this psionics
supplement. Explore the Dreamscape, the plane of dreams and
nightmares - battle the Tash qael, the crysmal swarms and the
nevermind - utilize new powers, feats, and classes to survive and
flourish in a realm where dreams are reality. Play a morphean, who
uses fears and nightmares as tools, or fight against a Tash Qael,
the self-appointed rulers of the Dreamscape. Create a blade of
mental energy by using the mind blade feats, or simply expand your
repertoire of powers with the host of new powers for psions,
society minds, marksmen, psychic warriors, and wilders. The Mind
Unveiled contains material for virtually any psionic game, both for
the player and for the GM. What's in it? The Mind Unveiled offers
two new base classes, the halo knight and the morphean, as well as
variant rules for making the monk more psionic in the game. A
variety of new prestige classes which deal with the subconscious
mind, with the Dreamscape or the new base classes, are introduced
and detailed. New feat types, Phrenic and Qaelic, are given for
those who wish to explore backgrounds tied to psionics, as well as
an entire alternative system for using mind blades. In addition,
the myriad denizens of the Dreamscape are detailed in full,
including the lords of the qael. Developed for the 3.5 psionics
ruleset.
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