Author: Pete Nash
Publisher:
ISBN: 9781989028155
Category :
Languages : en
Pages : 304
Book Description
Mythras Core rules Mythras is the acclaimed roleplaying game from The Design Mechanism. For those new to the game, Mythras is a straightforward, roll-under percentile system. In Mythras your characters are defined by their culture, career, community, background, comrades, skills, magic and cults. Progression is through skill advancement - not levels or similarly abstract concepts. As your characters adventure and quest, their capabilities improve and their relationships deepen and strengthen. Players and Games Masters have complete flexibility over what can be achieved, and the way characters develop is entirely dependent on choices players make, depending on their characters' aspirations and motivations. Games Masters receive a huge amount of support through the Mythras rules. All the concepts and game mechanics are explained clearly with options and considerations explored and presented for ease of use. You need only this rulebook for many years of exciting and imaginative play. Mythras contains everything needed for play, except for dice and friends. It includes five magic systems, innovative combat, over 60 creatures, and copious guidance on how to use the rules and run Mythras games! Come and try one of the best roleplaying systems around...
Mythras (Hardback)
Author: Pete Nash
Publisher:
ISBN: 9781989028155
Category :
Languages : en
Pages : 304
Book Description
Mythras Core rules Mythras is the acclaimed roleplaying game from The Design Mechanism. For those new to the game, Mythras is a straightforward, roll-under percentile system. In Mythras your characters are defined by their culture, career, community, background, comrades, skills, magic and cults. Progression is through skill advancement - not levels or similarly abstract concepts. As your characters adventure and quest, their capabilities improve and their relationships deepen and strengthen. Players and Games Masters have complete flexibility over what can be achieved, and the way characters develop is entirely dependent on choices players make, depending on their characters' aspirations and motivations. Games Masters receive a huge amount of support through the Mythras rules. All the concepts and game mechanics are explained clearly with options and considerations explored and presented for ease of use. You need only this rulebook for many years of exciting and imaginative play. Mythras contains everything needed for play, except for dice and friends. It includes five magic systems, innovative combat, over 60 creatures, and copious guidance on how to use the rules and run Mythras games! Come and try one of the best roleplaying systems around...
Publisher:
ISBN: 9781989028155
Category :
Languages : en
Pages : 304
Book Description
Mythras Core rules Mythras is the acclaimed roleplaying game from The Design Mechanism. For those new to the game, Mythras is a straightforward, roll-under percentile system. In Mythras your characters are defined by their culture, career, community, background, comrades, skills, magic and cults. Progression is through skill advancement - not levels or similarly abstract concepts. As your characters adventure and quest, their capabilities improve and their relationships deepen and strengthen. Players and Games Masters have complete flexibility over what can be achieved, and the way characters develop is entirely dependent on choices players make, depending on their characters' aspirations and motivations. Games Masters receive a huge amount of support through the Mythras rules. All the concepts and game mechanics are explained clearly with options and considerations explored and presented for ease of use. You need only this rulebook for many years of exciting and imaginative play. Mythras contains everything needed for play, except for dice and friends. It includes five magic systems, innovative combat, over 60 creatures, and copious guidance on how to use the rules and run Mythras games! Come and try one of the best roleplaying systems around...
Runequest Adventures
Author: Various
Publisher:
ISBN: 9781907218934
Category : Games & Activities
Languages : en
Pages : 140
Book Description
From the pages of Signs & Portents comes the very best scenarios published for RuneQuest, all updated and revised for the current rules set. In this book you will find adventures, both short and long, that can be dropped into any campaign at a moment's notice, be it set in Glorantha, the Young Kingdoms, 13th Century France or a world of your own making!
Publisher:
ISBN: 9781907218934
Category : Games & Activities
Languages : en
Pages : 140
Book Description
From the pages of Signs & Portents comes the very best scenarios published for RuneQuest, all updated and revised for the current rules set. In this book you will find adventures, both short and long, that can be dropped into any campaign at a moment's notice, be it set in Glorantha, the Young Kingdoms, 13th Century France or a world of your own making!
Classic Fantasy
Author: Carol Johnson
Publisher: Aeon Games
ISBN: 9781911471042
Category : Fantasy games
Languages : en
Pages : 336
Book Description
Classic Fantasy brings Old School dungeon crawls to the Mythras rules. This book contains everything you need to emulate the fun of class and level-based adventuring, against the classic coterie of monsters, with the classic armoury of spells! If you've ever wanted to convert those old dungeon modules to a d100 system, then Classic Fantasy is for you.Packed with information and new rules additions, Classic Fantasy features a different approach to character creation based on classes such as the bard, cavalier, fighter, magic user, paladin and thief. Choose your race - human or demi-human - and then customize according to class, race and personal preference. If you're a magic user or cleric, the new magic rules for Arcane and Divine spells take the old staples such as Magic Missile, Charm, Fireball and more, and tailor them for the nuances of the Mythras system.For the more combat-oriented, the Classic Fantasy rules provide detailed miniatures-based combat adaptations for the traditional battle-board, complete with guidance on facings, positioning, and handling detailed movement.And of course, no book like this would be complete without monsters to kill and treasure to take! All the old favourites are accounted for, from Basilisks to Displacer Beasts, Grey Ooze to Gelatinous Masses, Kobolds, Gnolls, Hobgoblins and more. Forty pages of treasure and magic items helps you equip even the deepest dungeon with enough loot to satisfy the keenest adventuring party.
Publisher: Aeon Games
ISBN: 9781911471042
Category : Fantasy games
Languages : en
Pages : 336
Book Description
Classic Fantasy brings Old School dungeon crawls to the Mythras rules. This book contains everything you need to emulate the fun of class and level-based adventuring, against the classic coterie of monsters, with the classic armoury of spells! If you've ever wanted to convert those old dungeon modules to a d100 system, then Classic Fantasy is for you.Packed with information and new rules additions, Classic Fantasy features a different approach to character creation based on classes such as the bard, cavalier, fighter, magic user, paladin and thief. Choose your race - human or demi-human - and then customize according to class, race and personal preference. If you're a magic user or cleric, the new magic rules for Arcane and Divine spells take the old staples such as Magic Missile, Charm, Fireball and more, and tailor them for the nuances of the Mythras system.For the more combat-oriented, the Classic Fantasy rules provide detailed miniatures-based combat adaptations for the traditional battle-board, complete with guidance on facings, positioning, and handling detailed movement.And of course, no book like this would be complete without monsters to kill and treasure to take! All the old favourites are accounted for, from Basilisks to Displacer Beasts, Grey Ooze to Gelatinous Masses, Kobolds, Gnolls, Hobgoblins and more. Forty pages of treasure and magic items helps you equip even the deepest dungeon with enough loot to satisfy the keenest adventuring party.
Fioracitta
Author: Alex Greene
Publisher:
ISBN: 9781716196324
Category : Art
Languages : en
Pages : 232
Book Description
From a distance, the city shines so brilliantly that you never see the darkness until it is too late to walk away. Her streets are ancient, yet she bristles with the new. She charges the world for what she offers; but for what she offers, you'd sell her both your eyes. The city is Fioracitta, the Heart of Power. And she welcomes all visitors with open arms. This supplement for Mythras is designed to give the Games Master everything needed to craft adventures or a whole campaign in this setting. The book outlines the city of Fioracitta, the sprawling provincial capital of Lascany, a region in the peninsular nation Itarra, as well as the city's history, geography, culture, and much more. It contains full guidance for character creation, including several non-human species: the Ophidians, the Longane, the Monacielli, and others. Extensive sections on magic and religion adapt the Mythras core rules to the setting, and throughout are many intrigues, secrets, and agencies to help inform and create compelling adventures. Fioracitta draws its inspirations from the Italian city states of the late medieval period and the Renaissance, and creates a vibrant fantasy world that is both self contained, or can be used with many of other settings for Mythras, such as Luther Arkwright, Thennla, and even Classic Fantasy.
Publisher:
ISBN: 9781716196324
Category : Art
Languages : en
Pages : 232
Book Description
From a distance, the city shines so brilliantly that you never see the darkness until it is too late to walk away. Her streets are ancient, yet she bristles with the new. She charges the world for what she offers; but for what she offers, you'd sell her both your eyes. The city is Fioracitta, the Heart of Power. And she welcomes all visitors with open arms. This supplement for Mythras is designed to give the Games Master everything needed to craft adventures or a whole campaign in this setting. The book outlines the city of Fioracitta, the sprawling provincial capital of Lascany, a region in the peninsular nation Itarra, as well as the city's history, geography, culture, and much more. It contains full guidance for character creation, including several non-human species: the Ophidians, the Longane, the Monacielli, and others. Extensive sections on magic and religion adapt the Mythras core rules to the setting, and throughout are many intrigues, secrets, and agencies to help inform and create compelling adventures. Fioracitta draws its inspirations from the Italian city states of the late medieval period and the Renaissance, and creates a vibrant fantasy world that is both self contained, or can be used with many of other settings for Mythras, such as Luther Arkwright, Thennla, and even Classic Fantasy.
Stars Without Number (Perfect Bound)
Author:
Publisher:
ISBN: 9781936673018
Category :
Languages : en
Pages : 210
Book Description
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
Publisher:
ISBN: 9781936673018
Category :
Languages : en
Pages : 210
Book Description
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
Berlin: The Wicked City: Unveiling the Mythos in Weimar Berlin
Author: David Larkins
Publisher: Call of Cthulhu Roleplaying
ISBN: 9781568824178
Category : Games & Activities
Languages : en
Pages : 272
Book Description
Call of Cthulhu 7th edition Sourcebook and scenarios.
Publisher: Call of Cthulhu Roleplaying
ISBN: 9781568824178
Category : Games & Activities
Languages : en
Pages : 272
Book Description
Call of Cthulhu 7th edition Sourcebook and scenarios.
Book of Erotic Fantasy
Author: Gwendolyn F. M. Kestrel
Publisher: Arthaus
ISBN: 9781588463999
Category :
Languages : en
Pages : 0
Book Description
Publisher: Arthaus
ISBN: 9781588463999
Category :
Languages : en
Pages : 0
Book Description
HP Lovecraft for Young Readers
Author: R. J. Ivankovic
Publisher:
ISBN: 9781568821122
Category : Fiction
Languages : en
Pages : 102
Book Description
The most merciful thing in the world, I believe is humanity's failure to fully conceive the cosmical horrors we've yet to reveal, and which up until now I have tried to conceal. The iconic H.P. Lovecraft 1928 story, The Call of Cthulhu, is now a children's book. Seamlessly and gracefully told in anapestic tetrameter by "genius poet-artist" RJ Ivankovic. The late Professor Angell's research has been discovered by his grand-nephew, Francis Wayland Thurston. Francis delves into the papers and discovers a bas-relief depicting an odd creature with an octopoid head, spurring him to read on. He learns of the raid led by Inspector Legrasse and the voyage of the Vigilant, captained by Gustaf Johansen. This glorious full color 102-page adaptation of the H.P. Lovecraft story was written and illustrated by R.J. Ivankovic.
Publisher:
ISBN: 9781568821122
Category : Fiction
Languages : en
Pages : 102
Book Description
The most merciful thing in the world, I believe is humanity's failure to fully conceive the cosmical horrors we've yet to reveal, and which up until now I have tried to conceal. The iconic H.P. Lovecraft 1928 story, The Call of Cthulhu, is now a children's book. Seamlessly and gracefully told in anapestic tetrameter by "genius poet-artist" RJ Ivankovic. The late Professor Angell's research has been discovered by his grand-nephew, Francis Wayland Thurston. Francis delves into the papers and discovers a bas-relief depicting an odd creature with an octopoid head, spurring him to read on. He learns of the raid led by Inspector Legrasse and the voyage of the Vigilant, captained by Gustaf Johansen. This glorious full color 102-page adaptation of the H.P. Lovecraft story was written and illustrated by R.J. Ivankovic.
Jackals
Author: John-Matthew DeFoggi
Publisher: Bloomsbury Publishing
ISBN: 1472837428
Category : Fiction
Languages : en
Pages : 273
Book Description
A Sword & Sorcery roleplaying game set in a Fantasy Bronze Age inspired by the legends and cultures of the Ancient Near East. The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins. Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, Jackals places players in the role of Jackals--adventurers, explorers, sellswords, and scavengers--and sends them out into the peril-filled land of the Zaharets to make their fortune... or perhaps fulfill a greater destiny . . .
Publisher: Bloomsbury Publishing
ISBN: 1472837428
Category : Fiction
Languages : en
Pages : 273
Book Description
A Sword & Sorcery roleplaying game set in a Fantasy Bronze Age inspired by the legends and cultures of the Ancient Near East. The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins. Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, Jackals places players in the role of Jackals--adventurers, explorers, sellswords, and scavengers--and sends them out into the peril-filled land of the Zaharets to make their fortune... or perhaps fulfill a greater destiny . . .
Absinthe in Carcosa (Yellow King RPG Supp., Hardback)
Author: Pelgrane Press
Publisher: Pelgrane Press
ISBN: 9781912324200
Category :
Languages : en
Pages :
Book Description
The City Guide That Shatters Reality! At the end of the 19th century, an American art student went to Paris, read a play called The King in Yellow, and lost his grip on reality. Head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world the play described, Carcosa, had sunk its traces throughout the City of Lights. As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him. Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city. Absinthe in Carcosa is an indispensable city guide for The Yellow King Roleplaying Game and a stunning, full-color visual artifact in its own right. Made in the USA.
Publisher: Pelgrane Press
ISBN: 9781912324200
Category :
Languages : en
Pages :
Book Description
The City Guide That Shatters Reality! At the end of the 19th century, an American art student went to Paris, read a play called The King in Yellow, and lost his grip on reality. Head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world the play described, Carcosa, had sunk its traces throughout the City of Lights. As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him. Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city. Absinthe in Carcosa is an indispensable city guide for The Yellow King Roleplaying Game and a stunning, full-color visual artifact in its own right. Made in the USA.