"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Monday, July 16, 2018

Mutants Down Under






From the web:

"The game's story is set in a post-apocalyptic Australia, where mutant animals form the predominant societies. Tasmania is the bastion of technologically advanced civilization, while the mainland is largely under the sway of the aboriginal Dreamtime philosophy. Invading forces from Jakarta, comprised primarily of human and mutant Water Buffalo forces, threaten both ways of life. It includes rules for many species of native Australian and southeast Asian animals, as well as riding insects, and various airships."

Publisher blurb:

"This thrilling sourcebook takes you to the fabulous outback of Australia. It is a very different world than the savage Americas. Man and animal live in peace, but a new threat from the north threatens that peace.

The Jakartan government from Malaysia has invaded. Their airships rove the skies, seeding the outback with horrible, mutant, man-eating plants, while their army of humans and mutant water buffalo roam the land.

• 20 great, new Australian mutant animals.
• New skills and psionic powers.
• Riding giant mutant insects.
• Airship construction and combat rules.
• Compatible with Heroes Unlimited and the Megaverse."

Sunday, July 15, 2018

Mutant Chronicles: The Techno-Fantasy Roleplaying Game







From the back of the book:

"It all began in the darkness of the void.

We freed ourselves from the hell we had created on Earth, but freedom had a price.

The weak and the poor fell victim to the Corporations, who rule the solar system.

Driven by their greed, the Corporations laid claim to the tenth planet and woke the sleeping
beast, may its name be forever despised.


Thus did the Dark Legion descend on us, howling for our death and destruction.

Now is the time to conquer our fear and stand up against the tidal wave of the Dark Symmetry.

Now is the time for heroes."

Saturday, July 14, 2018

MegaTraveller - Referee's Manual






From the book:


"The Referee's Manual. This book is intended as a rules reference for the Traveller referee. It includes coverage of vehicle and starship design, starship combat, world and star system generation and description, animal encounters, trade and commerce, detailed task resolution, and administration of adventures.

Other Traveller Rules Books. This book is part of a three-book set which provides basic rules and background for playing the game.

The companion Players' Manual is a basic compilation of Traveller rules and concepts for the individual player. It includes coverage of character generation, combat resolution, psionics, and tasks.

The companion Imperial Encyclopedia is a basic reference for both players and referees. It includes historical essays on the Imperium and other interstellar empires, descriptions of starships and vehicles, lists of equipment and prices, maps of territories, and other information valuable to players and referees.

Traveller is a role-playing game. MegaTraveller is the name of this Traveller rules system set against the background of star-spanning rebellion in the Imperium."

Friday, July 13, 2018

MegaTraveller - Players' Handbook






From the back of the book:



"In less than a minute, the fortunes of the Imperium have turned. An assassin has cut down the emperor and his heirs in one bold strike, throwing the largest interstellar empire in history into chaos. There are many candidates for the empty throne, and without agreement on their qualifications, the worlds of the Imperium are divided in their allegiances. The assassin himself controls three rebellious sectors. The emperor's nephew has assumed the throne. Fleet battles rage throughout the empire. Alien forces, sensing weakness, have crossed the Imperium's borders. Sector after sector falls to the chaos of rebellion.

Traveller sets an ongoing drama of role-playing adventure in this shattered Imperium. Players travel between star systems, taking sides in the rebellion, fighting for their cause while fighting to stay alive. The dangers of space and the dangers of a shattered Imperium provide never-ending excitement in the far future.


The Player's Manual: This book is a basic compilation of Traveller rules and concepts for the individual player. It includes character generation, combat reolution, psionics and tasks (the key to using all of Traveller's rules systems)."

Thursday, July 12, 2018

MegaTraveller - Imperial Encyclopedia







From Back Cover:

"This book is a reference for both players and referees. It includes essays on the Imperium and other interstellar empires, descriptions of starships and vehicles in common use throughout known space, lists of equipment available on the open market and its prices, maps, and other information valuable to players and referees alike.

This book is part of a three-book set which provides the basic rules and background for playing the game."

Wednesday, July 11, 2018

MSH MX3: Reap the Whirlwind






From the back cover:

"You've been hounded by jack-booted, white-shirted vigilantes. You've been hunted by killer robots.

You've lived like an animal.


You've had enough.


Now it's time for mutants to fight back, time for the hunted to become the hunters. You've learned to survive, to thrive, by striking from the shadows. A thrust here. A blow there.


Now word has begun to circulate of a mutant with enough power to frighten the Sentinels...of equipment which can give mutants a fighting chance against their oppressors...of a man with a vision, a vision of a mutant army capable of overwhelming any foe.


You'll strike like a whirlwind and reap what you can. Your lives will never be the same.


The thought appeals to you.


Reap the Whirlwind is the third chapter in the Future in Falmes series designed for use with the Marvel Super Heroes Advanced Set. It includes a 32-page book and a 33"x22.5" full-color map."

Tuesday, July 10, 2018

MSH MX2: The X-Potential






From the back cover:


"One Hundred Thousand to Attend Mutant Execution," one headline screams. "Senator Hints at Link Between Mutant, Commie Plots!" shouts another. In the Streets, white-shirted men wearing distinctive armband of the Knights of Genetic Purity march in lockstep, treading underfoot any suspected of being soft on mutants. In the public schools, kindergarten children raise their arms in clenched fist salute of the National American Social Improvement Party and chat the party slogan, "One People, One Blood, One Nation!"

Is this but a super hero's nightmare? No. This is America; home town U.S.A., 25 to 50 years in the future. In this America, constitutional government is all but gone. Real power is held by the sentinels, a group of powerful robots programmed to seek out and capture or destroy all human mutants and all beings with any hint of super poewrs. Sharing power with the sentinels are a handful of political demagogues who keep the population whipped into a constant frenzy about the mutant menace. Any super heroes who survive in this hostile environment do so by constantly facing the full military, political, and technological might of a new totalitarian state in the making.

The X-Potential is the second in a series of MARVEL SUPER HEROES game adventures set in the nightmare world of the future. It can be played as a complete adventure in its own right, or as part of the ongoing MX series"

Monday, July 9, 2018

MSH MT2: The Weird, Weird West






From the back cover:


"It was all supposed to be so easy. But after the heroes go through a tour of duty in WWII (not bad for heroes born ing the 1950's!), things once again get complicated.

It seems that time travel is once again called for, but this time things are kind of strange. In fact, history itself has begun to disappear! All kinds of people are showing up where they shouldn't be - or not showing up where they should!

The key seems to fall somewhere in the 1870's, around Dodge City, Kansas. All you've got to do is go there and fix the problems.

But Dodge is a city under siege - a siege that only Superheroes can break. Ready to attack are the armies of Napoleon, Genghis Khan, and Alexander the Great!

The Weird, Weird, West is the second in the three-part TIME WARP series of adventures. It is designed for the WEST COAST AVENGERS - but any character can play."

Sunday, July 8, 2018

MSH MSL4: Stygian Knight







From the publisher:

"Stygian has finally mastered the cosmic control rod. He comes out of hiding and tries to conquer Earth - determined to use the humans as an invasion force to conquer the negative zone. The Fantastic Four face their most difficult mission yet: save the fate of Earth."

Saturday, July 7, 2018

MSH MSL3: Spore of Arthros







From the back of the adventure:

"The Cosmic Control Rod Trilogy continues as the FANTASTIC FOUR ventures into the Negative Zone to face off against ANNIHILUS, the Rod's creator. Agents of SHIELD are lost in the anti-matter of the Negative Zone, and it's up to you heroes to save them. Once inside the Zone, you must face the wrathful return of the evil artificial intelligence of QUASIMODO. The final conflict on Annihilus' planet shows that, even weakened, the despotic Spore of Arthros and Terror of the Negative Zone is still one of the most dangerous and powerful villains ever seen. The adventure contains a surprise ally who makes even ANNIHILUS quake as he approaches.

This module contains...
  • New technology from the Negative Zone and equipment for the FANTASTIC FOUR including the powerful Astral Command Staff!
  • A surprise "voluminous" guest star!
  • The return of two of Marvel's greatest villains in one adventure!
  • The chance for you to be the first on your block to save the Earth from total destruction!"

Friday, July 6, 2018

MSH MLA3: Night Life



From the back cover:

"You've been through more in the last few weeks than most normal folks go through in a lifetime. From stolen artifacts to synthetic chemicals, from the Metropolitan Museum of Art to Chinatown, from firefights to fireworks: you've seen it all.

Well...you thought you had.

A boy-genius has been reported missing, and clues are few. On top of this, the gang wars are still blazing, and the Imperial Dawn is about to break. But, there are those UFO's in Central Park...and that problem in Coney Island to deal with...and naturally, you're the only ones for the job!

NIGHT LIFE is playable as a stand-alone adventure, or as the final part of the GANG WARS trilogy. Alternate starting points are provided for characters who have not gone through the first two sections of this story line."

Thursday, July 5, 2018

MSH MLA2: Night Moves






From the back cover:

"The theft of an obscure diary from the Metropolitan Museum of Art. A series of unsolved disappearances in Chinatown. A ghostly apparition in a Chinese restaurant. Are these unrelated incidents, or are they segments of a greater whole?


Attacks by the Silver Samurai and Si Fan assassins provide some clues to the heroes, who are drawn into the maelstrom of gang activity spreading through Chinatown in New York City. The exotic backdrop of Chinese culture sets the stage for a whirlwind introduction to the underground populated by tongs and ganglords. A search for the Celestial One becomes a matter of life and death for the heroes, who well may not live to see the Imperial Dawn...

If you have played "After Midnight", you can continue the excitement with "Night Moves." Even if you haven't used the previous adventure in this trilogy, you can still jump in with both feet using hte alternate beginning provided. And, either way, be sure to finish the fun with "Night Life", the third and final installment coming later this year!"

Wednesday, July 4, 2018

MSH - MHSP2: Secret Wars II






From the back of the book:


"Men call him the Beyonder - the most powerful known being in this or any other universe. Capable of destroying galaxies at will, of transcending time and space, of defeating death itself, this being has all-too-recently kidnapped the greatest heroes and villains of Earth to fight in his SECRET WARS.

Now he's coming to Earth."

Tuesday, July 3, 2018

MSH MHAC-09: Realms of Magic





From the back cover:

"The frontiers of the Marvel Universe are vast and some can be crossed only by those who have mastered the arcane arts of sorcery. Those who follow the mystic way, like Earth's Sorcerer Supreme, Doctor Strange, are among the greatest of heroes. In the worlds beyond ours lurk their awesome foes -- the dread Dormmammu, the malefic Nightmare, the treacherous Baron Mordo.

Within this work the mysteries of Marvel magic are revealed. New rules and explanations on using magic, new spells, and details on creating magical characters are included. More than twenty mystic dimensions are described. Full details are provided on the most important magical items, including Doctor Strange's amulet, Shaman's pouch, and Magik's mystical sword. Sixteen of Marvel's mightiest sorcerers are presented in full detail. This is a treasure-trove of wonders from the pages of Marvel Comics.

What is in the package:

This game accessory is designed for use with the MARVEL SUPER HEROES Role-Playing Game. This package includes a 40-page rulebook on magic, a 40-page sourcebook with further explanations and detail, and a 16-page book on Marvel magicians."




Monday, July 2, 2018

MSH MHAC-04: Pit of the Viper



From the back cover:

"Your MARVEL SUPER HEROES are all over Manhattan desperately battling evil minions in Rathbone Park, next to Guido's Grocery, on top of the Keash Mall, and on the corner of 9th Avenue and Hayes Street...

What minions? Well, ah...

Running a heroic conflict between the minions of a MARVEL SUPER VILLAIN and a group of MARVEL SUPER HEROES is quick, easy, and exciting with these ADVENTURE FOLD-UP Figures. Using the minions and machines inside, you can bring any MARVEL SUPER HEROES adventure to life.

This game accessory also includes the special MARVEL SUPER HEROES adventure, Pit of the Viper. Heroes must penetrate the NIHILIST' complex to foil VIPER's venomous plot!

This game accessory is designed for use with the MARVEL SUPER HEROES role-playing game. This package includes over 70 ADVENTURE FOLD-UP Figures -- new machines and minions to staff and equip the lair of any despotic, power-hungry villain that you wish."

Sunday, July 1, 2018

MSH - MH-9: Gates of What If?



From the web:

"You are in a world where Reed Richards did not live to become Mister Fantastic! Ben Grimm is the Thing, but he's not rocky and orange - he's wearing a power suit! And wait just one minute - you say that Victor Von Doom is a HERO?

Where are you?

You have passed through the Gates of What If - into a divergent universe, where things are almost the same, with a few changes. Victor has plans - and you're invited."

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