During the production of The Scroll of Fallen Races, quite a bit of material had to be cut. Now we've compiled that missing information for your Exalted series.
A PDF-Exclusive Series Book for Exalted
Debris of the Fallen Races contains:
* Five martial art styles for Dragon Kings
* Chaos Pattern Charms
* Statistics for subterranean creatures
This abridged version of The Thousand Correct Actions of the Upright Soldier contains wisdom sufficient for the enlisted or conscripted mortal soldier, distilling the Five Elemental Wisdoms of the martial era in which it was originally recorded. It is the responsibility of every soldier who owns one to study his Thousand Correct Actions daily. Copies of the Thousand Correct Actions that are issued to soldiers are not annotated except by the soldiers themselves. Copies of the texts printed for civilian readers, however, often include such annotations to explain nuances of translation or obscure minutia regarding military life for which the civilian likely has no frame of reference.
This PDF exclusive product for Exalted contains:
Designed by the Great Maker Autochthon before the Primordial War, the Alchemical templates inspired the Exalts fielded by the Incarnae against their creators. Yet, during that war, Autochthon heard the Great Curse directed by his slain Primordial brethren. As the First Age progressed, he watched as that Curse twisted the minds of the Exalted. Knowing it was only a matter of time before the Solars and rsquo; growing paranoia was directed at him, the King of All Craftsman gathered thousands of worshipers inside himself and fled to Elsewhere. Within his very body, these mortals built a highly advanced civilization, and to preserve it, Autochthon finally built his prototype Champions. Ever since, the artificial Chosen of the Machine God have kept the Eight Nations safe.
But as the long-dormant Autochthon and rsquo;s health deteriorates, the threats the Alchemicals face grow ever greater. Can these Exalted save their world-god, or has Autochthon and rsquo;s flight to Elsewhere only ensured his demise?
A character sourcebook for Exalted and reg; featuring:
and bull; Everything players and Storytellers need to generate Alchemical Exalted characters, including their Charms
and bull; Details of the Great Maker and rsquo;s servants: the gods, elementals and automata of Autochthonia
and bull; Rules for Autochthonian magitech and Alchemical protocols
The Exalts of the Unconquered Sun, Luna, and the Maidens of Destiny have always known that the Incarnae have had an interest in them, but what is really known about the Incarnae themselves? The "Glories of the Most High" series reveals many secrets of these higher powers, and a slew of new materials to use in your Exalted series.
A PDF-Exclusive Series Book for Exalted
The Unconquered Sun book contains:
* Complete stats on the Unconquered Sun himself
* Dozens of new Charms for use by Solar Exalts (along with Abyssal Mirror Charms)
* Additional secrets, rites, characters and errata for use in your Exalted game
and nbsp;
The Exalts of the Unconquered Sun, Luna, and the Maidens of Destiny have always known that the Incarnae have had an interest in them, but what is really known about the Incarnae themselves? The "Glories of the Most High" series reveals many secrets of these higher powers, and a slew of new materials to use in your Exalted series.
A PDF-Exclusive Series Book for Exalted
The Luna book contains:
* Complete stats on Luna herself
* Dozens of new Charms afor use by Lunar Exalts (along with new Knacks)
* Additional secrets, rites, characters and errata for use in your Exalted game
and nbsp;
The Exalts of the Unconquered Sun, Luna, and the Maidens of Destiny have always known that the Incarnae have had an interest in them, but what is really known about the Incarnae themselves? The "Glories of the Most High" series reveals many secrets of these higher powers, and a slew of new materials to use in your Exalted series.
A PDF-Exclusive Series Book for Exalted
The Maidens of Destiny book contains:
* Complete stats on the five Maidens
* Dozens of new martial arts Charms for use by Sidereal Exalts (along with new Astrological Charms)
* Additional secrets, rites, characters and errata for use in your Exalted game
Note: This is version 1.01 (11/6/09 11:35am EST), which has minor corrections to some Charm text.
The Chosen of the Incarnae, the Dragons, the Neverborn, the Yozis and the Great Maker all strive to chart the course of Creation. In their attempts, these Exalted heroes often come into conflict or alliance. Found within are examples of all seven types of Exalt, ranging from the ancient Sidereal Chejop Kejak to the young Dragon-Blood Cathak Meladus and all ages (and power levels) in between. Some aim to destroy the world, while others strive to save it, but regardless of motive, the movers and shakers and the up and comers alike are bound to come into contact with your characters.
Whether as friend or foe is up to you to determine.
A character sourcebook for Exalted featuring:
and bull; Write-ups for many of the game and rsquo;s most renowned Exalts, many of whom have never been statted.
and bull; More than 70 ready-made allies and antagonists for players and Storytellers alike.
and bull; Unique Charms and items.
The Compass of Terrestrial Directions, Vol. II and mdash;The Wyld offers many locations, people and creatures for Exalted games, but the writers produced quite a bit more than we expected. It seemed a shame just to throw the excess material away, though. Then, over time, other books ended up with little scraps and fragments of Wyld lore, and those seemed too cool to leave in the oblivion of a computer trash bin. Before we knew it, we had a lot of pieces with no home, so we decided to stitch them together into a crazy quilt of additional game pieces for your Exalted series.
The result is Splinters of the Wyld, additional glimpses of the madness waiting at Creation and rsquo;s rim.
A PDF-Exclusive Series Book for Exalted
Splinters of the Wyld contains:
* New locations for the Northern, Western, Southern and Eastern Wyld
* More Mutations and Deragements
* More creatures and characters
As we begin a new century, many of us are looking back to a period that ended as the last century began. Viewed through goggles of brass and leather, the Victorian period can look like a lost golden age - a time of excitement and adventure, opportunity and possibility. Writers, artists, film-makers (and gamers) have all revisited the speculative fiction of that period, mining it for ideas.
Steampunk writers and artists have taken the worlds of Jules Verne, H.G. Wells and Edgar Rice Burroughs (among others) and created new works based on the tropes and themes that these authors used, but viewed through modern eyes.
Based on the FATE system (www.faterpg.com). This supplement contains additional rules to tailor the game to the steampunk genre.
As well as the rules, this book also contains a history of the steampunk genre of fiction, the early science fiction works that inspired them and an exploration of their influence on today's society. This genre is about looking as honestly as possible at one of the most important periods in the history of our species. Hopefully, this will help you, the GM, to create worlds that celebrate the best aspects of our Victorian ancestors while not shying away from the worst.
If you don't want to use this game, the information will be useful for any tabletop campaign.
Please note: some artwork depicts partial nudity, if you are offended by this do not buy this product.
Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
Eclipse Phase is a post-apocalyptic game of conspiracy and horror. Humanity is enhanced and improved, but also battered and bitterly divided. Technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. And other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien. In this harsh setting, the players participate in a cross-faction conspiracy called Firewall that seeks to protect transhumanity from threats both internal and external. Along the way, they may find themselves hunting for prized technology in a gutted habitat falling from orbit, risking the hellish landscapes of a ruined earth, or following the trail of a terrorist through militarized stations and isolationist habitats. Players may even find themselves stepping through a Pandora Gate, a wormhole to distant stars and the alien secrets beyond. ECLIPSE PHASE: THE SYSTEM
ECLIPSE PHASE: FOR PLAYERS
ECLIPSE PHASE: FOR GAMEMASTERS
ECLIPSE PHASE: CREATIVE COMMONS
Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
This is the core rulebook found in the Warhammer Fantasy Roleplay Core Set. and nbsp;It covers all of the core rules found in the Warhammer Fantasy Roleplay and nbsp;system.
This book is not a complete game. and nbsp;It relies on components found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
A TIME OF WAR
and nbsp;
It is the 31st century. Mankind has spread to the stars and spawned titanic stellar empires, each controlling hundreds of worlds across a thousand light years and beyond. Yet the sins of man have followed him from the cradle of humanity.
Political machinations of feudal lords plunge whole sectors into war; unscrupulous merchant starship captains smuggle weapons to their own faction and rsquo;s enemies; greedy military commanders demand tribute from worlds they and rsquo;re protecting; animalistic pirate kings harvest high technologies and human slaves in lightning raids; betrayals from oath-bound allies leave honorable soldiers growing cold on forgotten worlds; death at the tip of knife from a concubine turned assassin to avenge a world and love lost: it is a time of war.
What empire will you swear allegiance to: a warrior merchant of House Steiner; the honorbound samurai of House Kurita; the vat-bred warriors of the Clans; a mercenary that fights only for the highest bidder?
Choose your life in the universe: a MechWarrior piloting the thirty-foot-tall BattleMechs that turn the tide of any battle; a spy deep behind enemy lines discovering critical secrets; a merchant carrying critical supplies; a scientist unleashing the latest cutting edge technologies?
How will YOU become a legend?
Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Adventure contains additional rules and information for the player who will be running the Warhammer Fantasy Roleplay sessions as the GM. It includes suggestions and guidelines on managing long-term campaigns,handling character development, and creating adventures. The book also contains background and statistics for a and nbsp;variety of enemies to pit the players and rsquo; heroes against. The Tome of Adventure also features a complete introductory and nbsp;adventure, An Eye for an Eye, found at the end of this book.
This book is not a complete game. and nbsp;It relies on components and rules found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
and nbsp;
Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Mysteries provides a brief history of magic in the Empire, and describes the Colleges of Magic, which and nbsp;oversee the training and application of arcane magic. This book provides additional game rules and mechanics for and nbsp;arcane spellcasters, as well as useful information for players who want to play a wizard character.
This book is not a complete game. and nbsp;It relies on components found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
and nbsp;
and nbsp;
Warhammer Fantasy Roleplay and nbsp;is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Blessings provides a brief history of religion in the Empire, and describes the major faiths practised in and nbsp;the setting. This book provides additional game rules and mechanics for invoking divine blessings, as well as useful and nbsp;information for players who want to play a priest or religious character. and nbsp;
and nbsp;
and nbsp;
The Call to Arms series brings exciting new classes and other character options to your Fantasy Craft table. This installment presents the Martial Artist, who wages a beautiful, bloody dance across the battlefield, keeping tempo with a dazzling array of graceful maneuvers and crushing assaults. He marries inner peace with intense personal discipline, achieving a level of physical perfection envied by the most accomplished swordsmen and most veteran soldiers in the land. His singular focus and lifelong dedication awaken unique abilities rarely seen among more traditional warriors, giving him a marked edge over the competition.
Depending on the campaign, a Martial Artist could be...
and bull; A student of the fist, walking the earth to solve problems and assist the innocent
and bull; A cocky swordsman, eager to test his blade against all comers
and bull; A cloistered monk dedicated to mastering body and mind
and bull; A thuggish brawler with a preternatural talent for pugilism
and bull; A beastly warrior whose skill with tooth and claw far exceeds animalistic fury
and bull; A talented gladiator leveraging his deadly talent for cold, hard coin
and bull; A clever duelist keeping the art of the blade alive in the face of progress
and bull; An ancient master whose great wisdom grants supreme control - over himself, and others
The Martial Artist is a new base class, featuring 20 full levels of play. Plus, eight new Unarmed combat feats (two chains with blocking and combo abilities, one for sword-and-fist fighting, and another for fast stance switching)!
This .zip file includes both a full-color screen version with art, and a printer-friendly version.
Mongoose stirred the roleplaying community when, in 2006, it announced the return of RuneQuest - one of the most loved and respected game systems of all time. That new edition introduced several changes to the basic system and brought RuneQuest to a new and wider community of gamers.
Mongoose is now delighted to announce the release of RuneQuest II. This new edition of the classic game has taken just about every aspect of the first edition, scrutinised it, revised it, and restructured it to bring RuneQuest aficionados and new players alike the very best incarnation of the classic games engine. RuneQuest fans will not be dissappointed in the attention lavished on the new game. In particular they can expect:
A streamlined and revised character creation system, with greater emphasis on character background, but also significant changes that influence a character's starting skills and abilities and the speed with which adventurers develop, improve and progress. Particular attention has been paid to training and skill improvement, but you will also find that the structure and range of skills is greatly enhanced, meaning that new RuneQuest adventurers begin with a greater degree of competence across the board.
Combat - perhaps the most controversial aspect of the first edition of the game - has been almost completely retooled. Although all the familiar concepts remain (Combat Actions, Strike Rank and so forth), the combat process is based on simple rolls, does not rely on any resolution matrix, and introduces special Combat Manoeuvres simulating the cut and thrust of real combat whilst offering a truly epic, cinematic edge. Combat is faster than before an perhaps more deadly, but every RuneQuest character will find a greater range of tactical options and combat effects that create a satisfying, exciting, combat flow.
Magic, too, has undergone radical redefinition. Common Magic, available to all, replaces Rune Magic; Divine Magic establishes and emphasises the need for, and importance of, a relationship with a god; Sorcery, the most complex of the magic systems, has been considerably streamlined to reflect the nature of the sorcerer and the immense power a cunning sorcery practitioner can command. Spirit Magic has been completely rebuilt, truly focusing on the nature of the spirit world and how the shaman interacts with it: spirit magic is intuitive and dynamic in its approach. Fundamentally though, the importance and nature of the runes - the heart of RuneQuest - are explained and linked through each magic system without ever dominating one particular magical type
Cults, another crucial facet of RuneQuest, have been redesigned and extended in scope. The nature of the relationship with the cult is at the heart of the cult rules, with the most devout gaining the greatest rewards. Cults are more than just places to gain spells and cheap training; their mythical significance, and relationship to myth, runs through the cult structure, driving and shaping the way its members behave.
Elsewhere, RuneQuest II tweaks and brings subtle changes to other aspects of the core system. The presentation of the game rules has been restructured to make it easier for Games Masters and players to find what they need, when they need it. The system is designed with clarity and ease of use in mind. Some - many - rules have needed little or no alteration. Others are common sense tweaks to assist both game balance and maximising game fun, whilst retaining the 'realism' for which RuneQuest is renown.
Great pains have been taken to ensure full backwards compatibility. Although RuneQuest II changes many things, its core and heart remains the same. With a little conversion work Games Masters will be able to easily adapt their first edition characters and settings to the new and, in just about every case, adventurers will improve as a result of conversion. All first edition books and expansions remain compatible with RuneQuest II and, indeed, material presented in first edition expansions has become the foundation for the new game.
So, it is with great pride that we bring you RuneQuest II; a new take on a classic system, assembled by designers and writers who have more than 50 years of RuneQuest experience between them.
and nbsp;
The Call to Arms series brings exciting new classes and other character options to your Fantasy Craft table. This installment presents the Monk, who champions his beliefs through mastery and commitment to a core set of ideals. In a world of compromise and pragmatism, the Monk is a paragon of virtue - and his fidelity is rewarded with supernatural powers well beyond his mortal ken.
Depending on the campaign, a Monk could be...
and bull; An acolyte of an ancient order, harnessing spiritual energy from within and without
and bull; A high-flying wuxia hero, sworn to protect the weak and defenseless
and bull; A patriotic champion whose devotion to country fuels battlefield miracles
and bull; A spiritual scholar whose meditations on the nature of reality help him bend it to his will
and bull; A wandering pauper ministering to those suffering the yoke of oppression
and bull; A combat-trained philosopher compelled to correct the world's many flaws
and bull; An ideological peacemaker, out to resolve the ancient feuds dividing his people
and bull; An exemplar of faith, whose purity of body and spirit are an example to all
Plus, four new Paths and an Unarmed Combat feat chain allowing mastery of the mysterious force called qi!
This .zip file includes both a full-color screen version with art, and a printer-friendly version.
The Call to Arms series brings exciting new classes and other character options to your Fantasy Craft table. This installment presents the Deadeye, who stands apart from his foes - a quarter-mile apart. Unlike most of his peers, this savvy sniper relies on ambush tactics, keen eyesight, and unmatched mastery with bolt or bullet to take down enemies at range. Some may think him cowardly but a single arrow loosed from his bow can send an army into disarray, lay flat a scout before he can warn his comrades, or silence a distant mage before his magic can rend the world apart.
Depending on the campaign, a Deadeye could be...
and bull; A veteran hunter bringing down even the largest game with only a bow and arrow
and bull; A talented sniper whose natural gift lets him pick off enemy leaders, throwing their troops into chaos
and bull; An underhanded assassin whose calling card is a silver bolt projecting from his target's head
and bull; An exiled noble robbing from the rich and giving to the poor
and bull; A lowly longbowman whose incredible skills make him the terror of knights far above his station
and bull; A wily gunslinger sharpening his aim in deadly pistol duels
Plus, a new Ranged Combat feat chain, upgrading your black powder experience!
This .zip file includes both a full-color screen version with art, and a printer-friendly version.
Every freehold knows of at least one. Some seem to have grown up almost overnight, like a ring of small white mushrooms. Others seem to have run for millennia, outliving the rise and fall of the freeholds that surround them. They and rsquo;ll never go away entirely, despite the dangers of their wares. Someone always needs something you can only get at a Goblin Market.
An episode of the White Wolf Blogcast featured the opening fiction of Goblin Markets. You can download the file for free here.