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The few. The proud. The criminally insane.
They are demented by nature, violent by design, outcasts by
choice, and they are everywhere. This book introduces some of the
galaxy's most bizarre and dangerous fringer groups. They are
eccentrics and fanatics, theorists and terrorists. The only thing
they have in common is that they are all on the outside breaking
in. These are the groups fleet warned you about. But you didn't
listen
This classic scanned reprint of Fringers Guide requires the
Shatterzone core rules (either the original boxed set or classic
reprint).
Jack Deacon was just another average gumshoe on another average
case. Until his client flashed a set of fangs, the sentinels came
calling, and an out-of-town caster tossed a spell with his name on
it. Now he has to track down a bizarre killer or take the ultimate
fall.
When your old man's grimoire just ain't enough... when your last
spell couldn't beat a rug... when you are up against a pair of
fangs with your name on them... that is when you need the
Sorcerer's Crib Sheet. That is where you find the spells you need
to survive in a tough town. It contains details on alteration,
apportation, conjuration, divination, and summoning spells; tips on
"abusing" the magic system; details on magic-using cults and
elementals; and new character profiles for use in your campaign.
This classic scanned reprint of Sorcerer's Crib Sheet requires the
MasterBook core rules and Bloodshadows Worldbook--either the
original boxed set or classic reprint.
This is a reprinted edition of the classic 1994 world book for the
MasterBook roleplaying game system. Welcome to the world of Fantasy
Noir. It's a mean old world out there. The sorcerer upstairs
conjures too loud; the guy down the hall drinks blood from a
six-pack; that stiff you left in the alley is up and walking
around. If you're lucky, the Guild will pay you for tonight's work;
if you're not, you're going home in a box... a small box.
Bloodshadows is a roleplaying game setting that combines pulp
adventure with dark fantasy. Tough detectives in weathered
trench-coats swap biting comments with vampires in evening gowns.
Humans walk down dark streets side by side with demonic breeds and
long-dead ghouls. And death -- or Undeath -- waits around the
corner... Go outside the cities and discover the terrors of the
Wilderness. Even the most powerful shapeshifter or sorcerer fears
what waits in the ruins... Your weapons on the world of Marl are
magic and technology -- but neither replaces a good head on your
shoulders. And you'll have to work to keep it there. You must have
MasterBook to play this game.
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