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This is a small guide aimed at players and for those wanting to see the base mechanics for the FSpaceRPG game system. It covers information about dice usage and how the skills system functions along with a list of core skills used in the game. And ideal reference for new players or prospective GMs wanting information on elements of the game engine in use by this roleplaying game.
ISBN-13: 978-1-877485-27-5
Jonathan Roberts cartographer, for Wrath of the River King and Adventures in the Hyborian Age, presents “A Witch's Choice” map: “Mire of Lost Souls”. This multi-page PDF allows you to print out the battlemap at a 1 inch=1 square scale as a letter-format map and is also available in a printer-friendly light grayscale version.
The path rises over a long embankment and as you crest the top you see the path drops down quickly winding through the area known as the Mire of Lost Souls. It stretches out as far as you can see to the north and south, though it is less than a league across..
Long for the days of paladins warding off evil creatures with a holy word, summoning a blessed steed to their side, and standing as a beacon against the forces of the Lower Planes? There remains an order of paladins held to those tenets of old - the celestial champions.
Use this paragon path to add a nostalgic touch to your 4e paladin, including two new uses of the Channel Divinity feat and a ritual for calling down a celestial ride from the heavens. This edition also includes the opening theme for May's Not Suitable For Work and a letter from the Head Honcho on the condition of previous CAs.
The Rifter is a vehicle to numerous Palladium role-playing worlds. It is a tool for Game Masters and players alike. A place to showcase new talent and exchange ideas for the entire Palladium Megaverse. Every issue, unique and informative.
Issue number 26 features magic and monsters, a sneak peek at the Psychic Medium, one of the new characters for Beyond the Supernatural 2, source material for Systems Failure, and Lizard Men, magic and adventure for the Palladium Fantasy RPG, plus news, Palladium's 2004 convention schedule and coming attractions.
Last of a Dying Race
"The humans can look at the state of the world and tell themselves that the Earth is not dying. We cannot claim such ignorance as an excuse. The spirit realms are choking; the sun fades behind a blanket of unclean air. Our mother has fallen gravely ill, and her poisoner waits in the darkness and laughs.
"Gaia! Our mother! We hear your cries of pain! Through we are few and out race is dying, we fight against your attackers! Let those who would torment you fear us - your avengers, your warriors, your will made flesh! Let them fear the Garou!"
-Howl-of-Purity, Red Talon Galliard
Last Hope of a Dying World
As the first fires of the Apocalypse begin to burn, the werewolves are in a desperate situation. The Garou need every trick, skill, ally and power they can muster in one last attempt to stave off the forces of corruption and decay. That's where the Werewolf Players Guide comes in. This book details the Garou's greatest strengths and weaknesses, and if offers you more options to flesh out your characters fully. Learn about the ways of the tribes, or walk the sacred ground of the septs. Listen to the whispers of the spirits, or learn the ways of Garou martial arts. Even track the footprints of the other elusive werecreatures - if you dare. The Werewolves Players Guide lets you do it all.
Werewolves Players Guide includes:
Song of the End Times
From the secrets of the highest-ranking elders to the cryptic lore of the Triat; from the blasphemous libraries of the Black Spiral Dancers to the hidden wisdom of animals - the world of Werewolf is full of concealed lore. Now this lore is about to be revealed - but only to one person with the responsibility to use it wisely.
Tales of the Last Generation
There are a lot of things for a Werewolf Storyteller to keep track of; the denizens of the material world and the spirit world alike, the politics of the tribes, the plots of antagonists and much more. The Werewolf Storytellers Handbook makes the Storyteller's job that much easier. The information inside is designed to help the Storyteller create chronicles from the very beginning, devise new stories that keep the players entertained and introduce plot twists and world secrets to keep the players guessing.
Werewolf Storytellers Handbook contains:
CONTAINS:
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“As our military protects the bloated, pampered masses that make up society, science, crawling ever forward, unlocks secrets that makes their living even more easier and gives us the weapons we need to maintain that status quo. The secrets of the genetic code have truly been unlocked and the gun is no longer the foremost weapon in our arsenal.
“We can’t make you super-human soldier, well, actually we can. Forget the absurdities of the modern cinema though. You won’t be able to throw tanks around or dodge projectiles moving three times the speed of sound. We can however make you as strong as the strongest human and as fast as the fastest human. They are two separate people. You won’t be. We can also make you as tough, as smart, as wise and as charismatic as the best of the species as well.”
In this manual are rules for Cloning and Genetic Manipulation for each progress level, starting with rules for generating children naturally and improving all the way to re-sequencing the DNA of an existing subject. Cloning includes such advances as memory impregnation, bulk and mutant clones and the aberrations they sometimes suffer. Genetic manipulation ranges from the Perfect brand series of ability modifications, acid sweat, dark vision to genetic scripting, using DNA as a storage medium for information.
This 60 page manual includes 7 forms of cloning, cloning upgrades, more than a dozen genetic modifications and necro cloning (cloning undead). There is a list of scientific labs by progress level where this work is performed. There is a chapter on playing characters in the microscopic world, using new nano-sizes for monsters, where one might have to fight nanites and re-write genetic code by hand. There are four new feats and two new advanced classes. The manual is also written to work well with the cybernetic rules such as those found in d20 Future and d20 Cyberscape and considers stacking rules and genetic modification to enhance cybernetics – but this manual contains no cybernetic devices.
This manual is written for Modern and Future settings. The purchase DC, license restrictions and availability of technology restrict how many modifications a character has available to them. The aberration rules penalize a character for tinkering too often with himself. These rules let characters permanently modify themselves in a wide variety of ways. They can create clones as backup characters in case they die or provide a means of restoring a dead character to play using only technology.
Mark Charke
Charke Publishing
Writing that Makes you Think
