"Go to the sign of Marvel'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

Friday, December 6, 2019

SPI - DragonQuest Rulebook

From the back cover:

The most powerful and comprehensive fantasy role-playing system is now even easier and more fun in the thoroughly revised second edition. The combat system has been streamlined for quicker and more exciting play, and the experience points system has been carefully enhanced to make your characters capable of more dynamic growth. Now presented in this one volume, DragonQuest is truly complete in one book. Although we are continuing a program of fascinating supplemental material, you need nothing more than this book and two decimal dice to play complete and enjoyable games.

From the web:

The second edition of DragonQuest is largely the same as the first edition but contains several adjustments to attempt to balance and speed up play. The most significant change is the replacement of the action point combat system from the first edition with a less cumbersome "one action per round" system called "Pulses". To make up for the lack of action points, Tactical Movement Rates were introduced to define movement within tactical/melee encounters. In addition, several weapon and combat modifiers were adjusted to make it easier to hit targets (and thus speed up combat).

Tuesday, November 26, 2019

Monday, November 11, 2019

The Space Gamer #46

Published December 1981

Special Traveller Issue

Cover artist: David Allee

Wednesday, November 6, 2019

Monday, November 4, 2019

The Space Gamer #71

From the web:

Published November 1984

Tékumel: Empire of the Petal Throne

Cover artist: Kim Strombo

This was the first issue re-incorporating Fantasy Gamer back into Space Gamer, but the publication schedule remained bi-monthly.

Saturday, November 2, 2019

The Space Gamer #68

Published March 1984

Features Island of Entellope

Cover artist: Jim Holloway

Friday, November 1, 2019

The Space Gamer #25

From the web:

Special Stellar Conquest Issue
Issue #25 of The Space Gamer is a 28 page magazine that includes:
  • Stellar Conquest - Third Time Around by Howard Thompson
  • Inimical Ways to Play Stellar Conquest - Strategies for a classic by James G. Branaum
  • Expanding Your Stellar Conquests - Another Look at Stellar Conquest by Frank B. Weir, Jr.
  • Order Out of Chaos - Benefit Cost Analysis in Wargaming by Glenn L. Williams
  • Again, Harmonious Fists - More Far East Fighting by David James Ritchie
  • The Case of the Missing Micros - A Short Story by Tim Solis
  • Cyborg - A Review by W.G. Armintrout
  • Star Fleet Battles - A Review by Kenneth W. Burke
  • Everyday Life in TFT - How About a Mall Over There by Martin Halbert
  • The Unwritten Rules of Rivets - Robot Strategies by Roland Parenteau

Thursday, October 31, 2019

The Space Gamer #23

From the web:

Table of Contents

In This Issue
5 Invasion of the Air Eaters by Keith Gross
10 Ice Ogre by Timothy C. & Lynn Wiedel
13 Primal Man, Primal War by Glenn L. Williams
19 Soldiers in the Sky by Allen Varney
21 Starfighter by Tony Watson
22 Know Thyself by Brian McCue
23 Gunship 2000 by Nevin J. Templin
23 Attirbutes of the Deryni by Neill E. Frizzell
23 Quazar by W.G. Armintrout
26 Vikings in Melee by Ronald Pehr
27 The Valde by Ronald Pehr
28 The Harvest by J.S. Robison

Wednesday, October 30, 2019

The Space Gamer #21

From the web:

In This Issue

5 An Interview With Dave Arneson (by Staff)
8 You, Too, Can Run A MicroTournament by Guy W. McLimore, Jr.
10 Playing the Odds at OGRE & G.E.V. by Roland Parenteau
12 Spaceship Miniatures & Rules by Tony Watson
15 Getting More From Black Hole by Glenn L. Williams
16 The Deryni by Ronald Pehr
19 Lords of the Middle Sea by W.G. Armintrout
21 Mind War by Michael Striley
22 The Realm of Yolmi by Dana Holm
23 Stomp! by Phil Kosnett
24 Juggernaut One by Robert Chester
25 Entertainment by Warren E. McGill

Monday, October 28, 2019

Space Gamer/Fantasy Gamer #7

From the web:

Space Gamer #7 - September/October 1993
Subtitled The Magazine of Free-Style Role-Play

Cover by Todd Pickens

Featured Game: Villains Finish First! - Playing the Comic Book Bad Guy

The internal masthead reads "Better Games' Space Gamer #7 - 92th Issue of Publication"; the spine contains the listed months.

Friday, October 25, 2019

Space Gamer / Fantasy Gamer #6

From the web:

Space Gamer #6 - July/August 1993

Subtitled The Magazine of Free-Style Role-Play

Cover by John E. Holland

Featured Game: Where Fools Dare to Tread

Thursday, October 24, 2019

Space Gamer / Fantasy Gamer v2 #2

From the web:

Space Gamer #2 - November/December 1992
Subtitled The Magazine of Free-Style Role-Play

Cover by Tom Dow
Featured Game: Rogue Swords of the Empire

Wednesday, October 23, 2019

Space 1889 (Reprint)

From the web:

Space: 1889 is a role-playing game of Victorian-era space-faring, created by Frank Chadwick and originally published by Game Designers' Workshop from 1988 to 1991 and later reprinted by Heliograph, Inc. in 2000 and 2001. On March 24, 2009, Pinnacle Entertainment Group announced that they plan to publish a new Space 1889 campaign titled Space 1889: Red Sands, using their Savage Worlds rules system and their Plot Point campaign design model.

The name is both a parody of the television show Space: 1999 and a continuation of the GDW naming convention applied to two of its previous role-playing games, Twilight: 2000 and Traveller: 2300 (the latter of which was later renamed 2300 AD), though neither previous game had any connection to the Space: 1889 universe. The name Space: 1889 is a registered trademark belonging to Chadwick.

Tuesday, October 22, 2019

Sovereign Stone - Sanctuary

From the web:

The border town of Tethyst often sees visitors, being a regular stop along the river trade routes and situated near the borders of the elven kingdoms and the Caliphate of Karnu. But when a runaway prince takes refuge in Tethyst, the hunt begins as bounty-hunters and reward-seekers descend upon the trading community. Will the young heir become a victim of his enemies, or will the mysterious Trevinici barbarians of the moor offer him sanctuary?

Monday, October 21, 2019

Sovereign Stone - Old Vinnengael

From the back cover:

Two hundred years ago, the city of old Vinnengael was destroyed in a magical blast that killed many thousands and forever changed the lives of everyone in Loerem. Now players Sovereign Stone d20 System Campaign Setting can travel back in time to explore the legendary city in days before its downfall - meet its people, shop in its fabulous markets, discover its treasures, and encounter its dangers.

Old Vinnengael: City of Sorrows delves into the details of the city and its inhabitants, the mysteries of the city revealed in detailed maps, vibrant NPCs, and incredible places first introduced in Well of Darkness, the best selling first novel of the Sovereign Stone trilogy written by Margaret Weis and Tracey Hickman.

Fully compatible with the d20 system, for the first time, the characters and events only described in the novel are brought to life, including the various members of the Royal Family, including Crown Prince Helmos, the Lord of Sorrows, and Dagnarus, the Lord of the Void.

Included is a chapter on adventuring in Old Vinnengael, complete with new prestige classes and magic spells, as well as a full adventure that takes place on the eve of Old Vinnengael's destruction. Old Vinnengael: City of Sorrow is a definite must-have for any fan of the world of Sovereign Stone.

Sunday, October 20, 2019

Sovereign Stone

From the back of the book:

A world in peril.

A savage army marches out to the west. Its soldiers -- the monstrous and terrifying Taan -- have never before been seen on this continent. Dark rumors whisper that the army is being led by the evil Dagnarus, Lord of the Void, dead for two hundred years. his captains are Vrykyl, fearsome undead who long ago traded life for horrible immortality. The nations of Loerem -- realms of the Humans, the Elves, the Dwarves, and the Orks -- are too involved in warring with each other to pay much attention to this new threat. But throughout the world, heroes from every race have seen the dark clouds gather. They are arming themselves with sorcery and with steel to meet the coming challenge.

Join them . . . if you dare.

The Game at a Glance
  • Skill based system, each skill and attribute is listed as a die type, ie: d8 in strength.
  • Actions are rolled with an attribute die and a skill die. A character can exert for an extra die, but at the cost of stun points.
  • Magic is rolled with an attribute die and a skill die, too. You need to achieve a number of points and the spell goes off. If you don't reach it in one turn, you add your next turn's roll.
  • The world has Orks, Elves, Humans and Dwarves as player races, as well as a few new ones, and a really nasty set of villains!
  • The Orks are a sea-faring race, advantaged in water magic. The Elves are a medieval Japanese-like race, advantaged in air magic. The Dwarves are a nomadic Mongol-like race, advantaged in fire magic. The Humans are mid-European medieval-like, advantaged in earth magic. The Taan, the void magic users, are just plain wicked!

Friday, October 18, 2019

Soverign Stone - Codex Mysterium

From the back of the book:

Spellcasters enter into battle wearing full armor, wielding spells that can fell cities. Wizards join together to cast spells of unbelievable might and power. Mages cast spells from memory without the need to restudy them. Players create their own spells!

The Codex Mysterium introduces new rules for magic and spellcasting, as well as a unique formula that allows players to create their own spells, all fully compatible with the fabulous d20 System. Designed for use within the Sovereign Stone (tm) world, this new magic system, new spell creation formula, and new spells may all be used with any campaign setting in the d20 System.

Within these pages, you will find over two hundred new spells for Elemental and Void mages, new prestige classes, new rules for spell creation for use with the d20 magic system, plus further information on the magic-users of the Sovereign Stone world, including the powerful battle-mages of the Temple of the Magi, the mysterious and powerful Elven Wyred, the mage guilds of Dunkarga, the devoutly religiuos Nimran priests, the rampaging Dwarven Firemages, and much more!

Open the book to uncover the mysteries of magic!

Wednesday, October 16, 2019

Sovereign Stone Campaign Sourcebook (2002)

From the back of the book:

Campaign Sourcebook

  • Enter the world developed by award-winning fantasy artist Larry Elmore and made famous by Margaret Weis & Tracy Hickman in the best-selling Sovereign Stone novel trilogy from HarperCollins Publishers.
  • Sovereign Stone is a complete campaign setting for the fabulous d20 system. Included are new races, new classes, new feats, new skills, new monsters-created by some of the best known names in the RPG industry.
  • Learn to cast magic in a new way in the Sovereign Stone world. A new d20 magic system lets you build points toward the casting of spells, making complex spells more difficult to cast, while simple spells are easy and quick.
  • The world has Orks, Elves, Humans and Dwarves as player races, powerful Dominion Lords who fight for good against the evil undead knights of the Void.
  • The Orks are a sea-faring races, advantaged in Water magic. The Elves have a culture similar to medieval Japan and are advantaged in Air magic. The Dwarves are a nomadic people similar to the Mongols, and are advantaged in Fire magic. There are a half-dozen distinct Human cultures, all advantaged in Earth magic. The Taan, Void magic-users, are a mysterious race bent on conquering the rest!

Monday, October 14, 2019

Slayers Guide to Troglodytes

From the web:

An ancient evil awaits

Troglodytes are a thoroughly foul reptilian race with all the chill mercilessness and cruelty of a cold-blooded snake. Many consider them to be as evil as the most loathsome of demons. Troglodytes inhabit the underdeep of the world for they are creatures of the dark but may also be found in the rocky peaks and passes of desolate mountains. These few tribes who live near the surface wage a constant war on nearby settlements during cold, moonless nights.

In the past many Games Masters have simply used Troglodytes as sword fodder for adventuring parties. Their skill with javelins, foul scent glands and chameleonic ambush abilities combined with large numbers make them truly lethal opponents. Up to now they have rarely been treated with the depth and detail such a race deserves. With this book, everything changes.

Friday, October 11, 2019

Slaine: The Roleplaying Game of Celtic Heroes

From the back of the book:

Kiss My Axe!

Immerse yourself in Celtic myth. Based on the legendary 2000AD comic strip saga created by Pat Mills and Angela Kincaid. Slaine is a brand new d20 role-playing game giving you background on Tir Nan Og, the Land of the Young in Celtic legend and full rules for playing the various characters found there. The innovative skill-based magic system lets all characters cast a spell or two if they wish, reflecting the superstitious beliefs of the Celts. Channel earth-power through your body, swelling to a monstrous size as you enter a warp-spasm. Learn the secrets of the feared gae bolga, a barbed and spiked spear which always causes fatal wounds, or hurl the dreaded tathlum, a concrete ball made from the brains of your dead enemies. Battle shoggey beasts, skull-swords and fomorian sea demons for the honour of your tribe. Enrage your enemies with the power of your poetic insults alone. Or throw subtlety aside and wield a flint great-axe, slaying fifty foes to the left of you and fifty to the right. You will not think it too many.

Inside you will find

Characters in Tir Nan Og
A complete guide to creating characters for use in the game - the mighty warriors and heroes of the Land of the Young, druids both wise and evil, cunning witches and wily thieves.

Over 40 new feats give you the chance to learn Salmon Leaps, Shield Growls and other Celtic battle techniques.

Full rules for naming weapons, taunts in battle, and warped warriors capable of taking on dozens of foes single-handedly.

Eyes Without Life, Sundered Heads, and Piles of Carcasses
Run mass battles of every size from a tribal cattle raid with just a hundred or so warriors on each side, right up to a full-scale Fomorian invasion of the Land of the Young.

Earth Power
Earth Power is the magic of Slaine's world, a subtle yet dangerous power derived from the land itself and frequently powered by human sacrifice.

Plus chapters on Tir Nan Og, goods and weapons, prestige classes, a complete bestiary, adventuring, gods and goddesses, and running campaigns in the Land of the Young.

Requires the use of Dungeons & Dragons Player's Handbook, Third Edition published by Wizards of the Coast

Thursday, October 10, 2019

Scarred Lands Gazetteer: Termana

From the back of the book:

Distant from Ghelspad, Termana is the second major continent of the Scarred Lands to be described in Gazetteer format.

Here, the wicked charduni dwarves challenge the forces of good, and exotic kingdoms rise and fall in the wake of the Divine War.

This book includes a history of the continent, and the role it played in the struggle against the titans, information on its diverse kingdoms and cultures, and an overview of its many unique geographical features.

Scarred Lands Gazetteer: Termana provides sufficient information to start a campaign, or as an exotic homeland for characters and NPCs. Termana is also an excellent change of pace for adventurers from a Ghelspad-based campaign.

Monday, October 7, 2019

Spelljammer SJR6: Greyspace

From the web:

Although Oerth is the dominant world in Greyspace, it is definitely not the only cradle of life in this system. Worlds such as Kule, Borka, and Edill have their own civilizations. Each has its own secrets to entice and threaten explorers courageous enough to brave the perils of wildspace.

This book details the dragons of Edill, the undead of Gnibile, the humanoids of Borka, and many others. It describes their societies, their views of the universe around them, and their relationships to the other inhabitants of the Greyspace system.

But the planetary denizens of Greyspace are not the only challenges awating brave adventurers! There are also spacefaring companies and starborn peddlers, adventuring groups, explorers' societies, and interplanetary pirates. In addition, the crystal sphere is home to monsters totally unlike those encountered anywhere else: the porton, the skyline, and the dreaded horg.

Greyspace is a 96-page accessory for the SPELLJAMMER campaign setting. The SPELLJAMMER box set is needed to use this product. The material in this accessory will enhance any GREYHAWK campaign in which the concept of spelljamming has been (or is about to be) introduced. Your players are in for new excitement!

Thursday, October 3, 2019

Spelljammer SJR2: Realmspace

From the publisher:

The first product accessory to link the Forgotten Realms setting and the fantasy space environment of the Spelljammer universe.

This sourcebook on the Solar System of the Forgotten Realms includes information on Selune, the beholder planet, the secret of the Tears of Selune and Elminster's Hideout in the stars. This 96-page accessory also includes a full-sized map of Realmspace.

Wednesday, October 2, 2019

Spelljammer SJR1: Lost Ships

From the back cover:

Who among you who have dared to enter the starry deeps has not heard of the dark, drifting derelicts of earlier spacefarers? The silent, menacing lairs of monsters that may hide great treasures for those bold enough to explore them? And what space-captian plies the spacelanes who does not dream of a bigger, sleeker, more powerful ship than his present one?

Lost Ships holds the answers that bold spacefarers have been seeking:

* Monsters!
* New Spells to better arm intrepid adventurers.
* New Ships! Twenty new ship types.
* Flotsam of Space -- mini-menaces that can bring space to exciting life.
* New rules to help DMs run extended space adventures.
* New adventures galore that can make and space bound AD&D game campaign an exciting (and dangerous!) place for your characters!

Lost Ships is your first-class ticket to high adventure in space!

Tuesday, October 1, 2019

SJG - Transhuman Space

From the web:

It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends.

This new Powered by GURPS line was created by David L. Pulver and illustrated by Christopher Shy. The core book, Transhuman Space, opens with close to a hundred pages of world and background material. The hardback edition includes a customized GURPS Lite - no other books are required to use it, although the GURPS Basic Set and Compendium I are recommended for GMs.

Monday, September 30, 2019

SJG - Killer (Fourth Edition)

From the web:

"the game of assassination"

Steve Jackson Games interpretation of the public domain game Assassin.

From the back:

"Killer is the exciting live roleplaying game for intelligent, creative and slightly uncivilized people ... people who want to knock off their friends ... without hurting them."

Sunday, September 29, 2019

SJG - In Nomine: You Are Here

From the web:

This book is full of different locations that can be used as instant adventures in themselves, or worked into a campaign to add flavor. The secret projects of Demon Princes; the sacred areas protected by Archangels; Ethereal Domains etched into the global unconscious; purely human areas on Earth that the War hasn't touched yet - they're all here.

Friday, September 27, 2019

SJG Game Design Volume #1: Theory & Practice

From the web:

Written for the serious game designer - or for the amateur who'd like to be published professionally - this book, by one of the field's top designers for decades, combines practical advice with theoretical background. Beginning with a discussion of the theoretical background of gaming, Game Design covers the historical development of the modern adventure game . . . from an occasional pastime for a dedicated few to today's multi-million-dollar game industry.

Chapters include:
Theoretical Foundations
Historical Background
Mapping and Movement
Combat and Play Sequence
Combat Strength and Resolution
Advanced Combat Systems
RPG Design
Designing for the Market
Game Evaluation

Thursday, September 26, 2019

Steve Jackson Games - Autoduel Champions

From the web:


Autoduel Champions is one supplement for two great games. You don't need both games to play - it works with either one! Champions players can now add autoduelling and vehicular combat... for a campaign in 1920s Chicago, the present, or the dog-eat-dog Car Wars world of 2033. And Car Wars players can add Superheroes to their campaigns! Complete Helicopter rules are also included.

Wednesday, September 25, 2019

Steve Jackson - Cardboard Heroes Modern Characters

From the web:

. . . And whether these heroes are the costumed, super-powered type, the neighborhood fireman, or the Special Forces veteran - or something else entirely - you need a way to bring them into the thick of your modern-day roleplaying action. Cardboard Heroes Modern Characters has over 400 full-color, standup cardboard figures in 25mm scale, for a fraction of the price (and the weight!) of metal miniatures. You get soldiers and cops, Nazis and gangsters, cowboys and Indians, and lots and lots of modern-day civilians for all your games.

Cardboard Heroes Modern Characters also has hundreds of weapons, accessories, corpses, and other lie-flat counters to make your games even more vivid and realistic. So whether you're playing Old West, gangsters and G-men, world at war, espionage, covert ops, near-future, post-apocalypse, superhero, or any other kind of RPG set in the world of today . . . or thereabouts . . . we've got the figures you need!

Tuesday, September 24, 2019

Spelljammer - SJA3: Crystal Spheres

From the Back Cover:

Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space...

Crystal Spheres takes the player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not just for their lives, but the fate of an entire solar system and its millions of inhabitants.

Crystal Spheres is an adventure for the AD&D SPELLJAMMER campaign setting. The SPELLJAMMER boxed set is required to play. This 64-page adventure will easily adopt to any campaign world.

This adventure is designed for four to eight characters of levels 5 to 7.

Monday, September 23, 2019

Spelljammer SJA2: Skull & Crossbows

From back cover:

Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates.

It's these pirates that you've been hired to hunt. With letters of marque in your map case, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known (and unknown) spheres.

Of course, not everyone in space is a pirate. You'll also meet Torgan Betz (a man famous for bending the laws, rarely breaking them), Tiktitik, the Thri-kreen crusader, "Thought Taker," the illithid, and the feared Drow commander Teela Darkcloud. Even so, they all have their personal agendas, and it's often hard to tell enemies from friends.

Skull & Crossbows is an anthology of adventures for the SPELLJAMMER campaign setting. This 64-page anthology easily follows Wildspace, but can be used in any existing AD&D SPELLJAMMER campaign.

This adventure is designed for a party of four to six characters, levels 6 to 10.

Sunday, September 22, 2019

Silver Age Sentinels (D20)

From the web:

Silver Age Sentinels is the ultimate role-playing game system for the superhero genre and beyond! Featuring the d20 game engine, Silver Age Sentinels invokes the themes and ideals of the Silver Age of comics placed in a modern context. This black and white, softcover core rulebook contains everything you need to play the entire range of superhuman power levels in your adventures -- from street vigilantes to spandex-clad heroes to galactic entities! Silver Age Sentinels also includes: the complete world setting of Empire City, a quick play character generation option, dozens of sample characters, and a template-driven vehicle and weapon creation system. Superhero gaming has never been easier!

Friday, September 20, 2019

Shred #5

From the web:

Vol. 1, #5 "Character History Generator, Modular Castle Design"
by Muse Publishing
Publish Year: 2000
Pages: 32

Thursday, September 19, 2019

Shred #4

From the web:

Vol. 1, #4 "Labyrinth Generator"
by Muse Publishing
Publish Year: 2000
Pages: 32

Wednesday, September 18, 2019

Shred #3

From the web:

Vol. 1, #3 "The First Step in Becoming a Game Designer"
by Muse Publishing
Publish Year: 2000
Pages: 32

Tuesday, September 17, 2019

Shred #2

From the web:

Vol. 1, #2 "How to Get that Game Published, Star Wars"
by Muse Publishing
Category: Role Playing Games
Sub Category: RPG Magazines
Genre: Magazine - Role-Playing
Product Line: Shred Magazine
Publish Year: 2000
Pages: 32

Monday, September 16, 2019

Shred #1

From the web:


Trickster and Trapster - Magical swords galore!
Memnon's Myths - The First God
The Weird Science Adventures of Dr. Symm - the World's Smartest Monkey
Historical Rip-Off Theater - The Great Pyramid
Jim Ward's Stylings -Breaking into the Game Business
Smithing Games - The Concept Stage
Monty Haul - The Smallish Chamber of Doom
Krytykle's Hits - 7th Sea Role-Playing Game
A Puzzling Puzzle - Fantasy Role-Playing
The Nefarious Dr. Random - Potions
Generally Gaming - GMing RPGs under a Time Limit
The Armchair Adventurer - Vicarious Adventure
Parody Cards

Wednesday, September 11, 2019

Shelzar - City of Sins

From the back of the book:

City of Pleasure and Peril

In Shelzar the Wicked, every desire can be fulfilled for those able to pay the price. Said to be half as old as Scarn itself, Shelzar has survived conquest, catastrophe and chaos to emerge as the continent's capital of decadence and sin. This volume contains a complete history of Shelzar, details for its inhabitants, locations, and culture, as well as adventures to challenge the most jaded of player characters.

Venture to the most decadent city of Ghelspad, learn it's secrets and partake of its pleasures, but never let your guard down, for death comes quickly as delight in Shelzar's smoke-filled chambers and shadowed alleys, and the hand that delivers a soft caress one moment can hold a poisoned dagger the next. Desire and danger are one in the City of Sins.

Tuesday, September 10, 2019

Shards of the Stone - Core

From the website:

"When the lesser gods were instructed to create Life, they cast their powers into the creation of the mystical CoreStone. This nexus of all of the powers of each of the gods carried within it the perfect symbiosis of passion and reason, of order and chaos, of reality and unreality. It was unparalleled in its beauty and simplicity but became the source of envy among some of the gods and soon became the centrepoint of a grand struggle of gods versus gods.

Soon, the CoreStone shattered, and with it came the devastation of the Core world in the centre of which the CoreStone was entombed. Shards of the Stone were scattered to the poles of the world and great schisms wracked the landscape as mountains fell and lakes rose from their beds to form the peaks of craggy sentinels of the world's distress.

This is the world into which you are entering. This is the conflict that you will soon become an active participant... or victim of. This is the vision that will become your dream... or your nightmare...

Shards of the Stone features the greatest talent in the gaming and fiction industry including Ed Greenwood, Jason Engle, Matt Forbeck, Dan McGirt, Kevin Ranson, Aaron Acevedo, Jared Nielsen and many more. Shards of the Stone is many realms made into one marvelous setting, each with a distinctly unique and imaginative feel with a ShardMaster moderating the realm and helping each one of you as you contribute to the grand setting."

Monday, September 9, 2019

Shaintar Immortal Legends - Players Guide (First)

From the back cover:


And the Shaintar: Immortal Legends Player's Guide has everything you need to become one. Create and play characters in Shaintar, or any epic high fantasy setting for Savage Worlds using:

* Eleven distinct races easily adaptable to other Savage settings
* Seven styles of magic including the new Alchemy Arcane Background
* Simple rules for languages and enhanced Common Knowledge usage
* More than twenty adapted Edges from the excellent Evernight, 50 Fathoms, and Necessary Evil settings.
* Over two dozen new Edges unique to the world of Shaintar
* Enhanced rules for bypassing armor that combine seamlessly with the Called Shot maneuver
* Armor, weapons, and special gear exclusive to Shaintar
* More than two dozen additional Powers, both new and adapted from previous sources
* New Applications mechanic for Powers to enhance Sorcerous magic
* A complete overview of Shaintar to help you create characters destined for greatness

Shaintar: Immortal Legends requires the Savage Worlds rulebook, available wherever you found this book, or online at www.greatwhitegames.com

Saturday, September 7, 2019

Shadoweun - First Edition (softcover)

From the web:

The year is 2050.

Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged - the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner - a street operative.

You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner - a professional. You don't just survive in the shadows - you thrive there... for now.

Friday, September 6, 2019

Shadowrun Gamemaster Screen - Second Edition

Tri-fold screen with 32 page booklet called  "Contacts" -- Dozens of archetypes and contacts.

Thursday, September 5, 2019

Shadis #32

From the web:

Volume 5, No. 7

Cover by Thomas Biondiolillo

The featured articles are:
  • Hunters, Inc. - A complete role-playing system, based on John Steakley's book, VAMPIRE$
  • Shadowrun Modern Magic - How ordinary people use everyday magic in the world of cyber-orks

Wednesday, September 4, 2019

Shadis #50

From the web:

"Greyhawk Returns"

Volume 7, Number 1

August 1998

Cover "Maximum Black" by Tim Bradstreet

Tuesday, September 3, 2019

Shadis #23

Volume 4, No. 5

Cover by Gerald Brom

The featured article is:
  • Bug Hunt - A Battlelords adventure

Monday, September 2, 2019

Shades of Heroes

From the web:

Originally Shades of Heroes was designed make money and to compete with 2nd edition D&D. D&D was produced at that time, by TSR which had just declared bankruptcy. We had a dream (I say "we" because there were many of us back then) that we could produce a game to fill the gap left by TSR. It was not a bad dream, but our lack of experience taught us a severe lesson. Two years later we were so deep in debt that bankruptcy was our only way out. With gaping wounds and smashed dreams; Argonaut Game Studios (yes the plural used to be reversed) and Shades of Heroes faded out of existence.

Sunday, September 1, 2019

Shades of Earth

I know nothing bout this. I don't even remember, where , when or how I got it.

From the web:

Shades of Earth is a world of where magic is the secret weapon and the grit of simple men and women make all the difference. Secret cabals and organization battle one another and the monsters they now know exist in a battle for who will control the world. It is not so clear who are the good or if someone is evil, only whether you trust them to fight by your side. In 1938, the world stands poised on the brink of war. Some rush towards it while others fight the rising tide. Which side do you want to be on?

Department 12, the newest of the secret organizations, has its roots in the League of Nations. It is a joint operation between the British and the United States. They hope to curb the rising forces of the Gestapo while learnign as much as they can as fast as they can. The Gestapo work to increase the power of the Reich, gather arcane objects and collecting vast pools of spiritual energy...by any means necessary. The Guard of Babur maintain their holy vigil against the Thuggees. The Thuggees, worshipers of Kali though destroyed in the 1800s, have bided their time, waiting for their numbers to grow. They are now poised to move. The Neter, an Egyptian cult, are pledged to guard the Gate of Ptah, a portal to other worlds. There numbers have waned but their power still protects the Gate. The Mafia and the Catholic Church battle themselves as much as any other force. The Church maintains two organizations, one dedicated to the irradiation of magic while another dedicated to its research. Through all of it, the most ancient of them all, the Clan of the Dragon watch as kingdoms rise and fall, petty rulers implement their plans. The fight the Japanese in China but maintain a much larger view of history and the future.

All of these groups pursue their own special agendas using agents and minions to do their will. Look into your heart and ask yourself, which side am I on?

Friday, August 30, 2019

Stellar Games - Night Moves

From the back of the book:

> A complete adventure
> New Gangs
> New NPC’s

Live Fast - play a Vampire
Live Free - play a Werewolf
Live Forever - play a Sorcerer

An extended adventure based in Greenwich Village for your creature of the night players. Included are supplementary rules for NightLife as well

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