CthulhuTech - Vade Mecum

CthulhuTech - Vade Mecum PDF Author: Matthew Grau
Publisher: Sandstorm Productions
ISBN: 9780984583676
Category : Games
Languages : en
Pages : 160

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Book Description

CthulhuTech - Vade Mecum

CthulhuTech - Vade Mecum PDF Author: Matthew Grau
Publisher: Sandstorm Productions
ISBN: 9780984583676
Category : Games
Languages : en
Pages : 160

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Book Description


Vade Mecum

Vade Mecum PDF Author: Catalyst Game Labs
Publisher: Catalyst Game Labs
ISBN: 9781934857205
Category : Games
Languages : en
Pages : 160

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Book Description
Vade Mecum is a major expansion to both the setting and the game rules. It provides setting information and rules to include para-psychics into CthulhuTech games, as well as variant and optional game rules, new monsters, and more mecha. It details government agencies, including the cult-hunting Federal Security Bureau and the dreaded Office of Internal Security, providing yet another part of the expansive CthulhuTech universe to explore. It is a must for any enthusiast.

Vade Mecum

Vade Mecum PDF Author: Mongoose Publishing
Publisher: Mongoose Pub
ISBN: 9781906103880
Category : Games
Languages : en
Pages : 160

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Book Description
The Last War Continues Foes without. Foes within. It seems that safety is just an illusion in 2085. Congregations of dead religions work their evil on the world. Armies of monsters and alien creatures bring death and horror. Hidden cults chew away at the innards of the New Earth Government, secretly destroying us from within. This is the Aeon War. And it's bigger than just one book. Explore society as one of the forbidden Human-Nazzadi xenomixed lovechildren. Be a stranger in your own land as an otherworldly White. Fight the hidden enemies within society as an agent of the Federal Security Bureau. Abuse shocking power policing arcane crimes as an agent of the Office of Internal Security. Bring the power of the cosmos to bear with just the power of your own mind - or lose yourself to it. Nowhere else will you find a setting like this. This book is meant to be used with the CthulhuTech storytelling game and requires the Core Book.

Cthulhutech

Cthulhutech PDF Author: Matthew Grau
Publisher: Sandstorm Productions
ISBN: 9780984583607
Category : CthulhuTech (Game)
Languages : en
Pages : 288

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CthulhuTech - Ancient Enemies

CthulhuTech - Ancient Enemies PDF Author: Matthew Grau
Publisher:
ISBN: 9780984583614
Category :
Languages : en
Pages : 144

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CthulhuTech - Burning Horizons

CthulhuTech - Burning Horizons PDF Author: Matthew Grau
Publisher:
ISBN: 9780984583652
Category :
Languages : en
Pages : 144

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CthulhuTech - Unveiled Threats

CthulhuTech - Unveiled Threats PDF Author: Matthew Grau
Publisher: Sandstorm Productions
ISBN: 9780984583638
Category :
Languages : en
Pages : 126

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CthulhuTech Dark Passions

CthulhuTech Dark Passions PDF Author: Catalyst Game Labs
Publisher: Catalyst Game Labs
ISBN: 9781934857304
Category : Games
Languages : en
Pages :

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Cthulhutech Ancient Enemies

Cthulhutech Ancient Enemies PDF Author: Catalyst Game Labs
Publisher: Catalyst Game Labs
ISBN: 9781934857687
Category : Games & Activities
Languages : en
Pages :

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Book Description
The diplomats have failed. The tensions have only grown worse. Each side has pushed the other too far, so there's nothing left to do but fight. At the border of Aztlan and Amazonia, war has broken out. The streets of Bogot are being pummeled, mercenaries are being hired and killed in approximately equal numbers, and blood is being spilled in dark rooms to give strength to mages on the battlefield. Most importantly, runners are being hired by the score. War! puts Shadowrun players into the world of open combat. From sabotage missions behind enemy lines to intelligence operations to small-squad mercenary tactics, War! provides the background information, gear, and rules players need to plunge into the chaos of battle.

Game Wizards

Game Wizards PDF Author: Jon Peterson
Publisher: MIT Press
ISBN: 0262542951
Category : Games & Activities
Languages : en
Pages : 401

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Book Description
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.