Author: Philip Johnson
Publisher: FSpace Publications
ISBN: 1991151845
Category : Games & Activities
Languages : en
Pages : 42
Book Description
During the origins of FSpaceRPG when universe 1 of FED RPG was being first explored a proposal for a psionic system for use with the game was presented by one of the developers. This is a beta of that original proposal from 1991, which is only a partial system with a number of incomplete parts. GMs can adapt the concept for use with any RPG, or use it with FED RPG, or retrofit FSpaceRPG with the concepts from this. The introduction in this guide also includes an outline of the official approach used regarding psionics used in Universe 1.
FED RPG Alterative Psionics
Author: Philip Johnson
Publisher: FSpace Publications
ISBN: 1991151845
Category : Games & Activities
Languages : en
Pages : 42
Book Description
During the origins of FSpaceRPG when universe 1 of FED RPG was being first explored a proposal for a psionic system for use with the game was presented by one of the developers. This is a beta of that original proposal from 1991, which is only a partial system with a number of incomplete parts. GMs can adapt the concept for use with any RPG, or use it with FED RPG, or retrofit FSpaceRPG with the concepts from this. The introduction in this guide also includes an outline of the official approach used regarding psionics used in Universe 1.
Publisher: FSpace Publications
ISBN: 1991151845
Category : Games & Activities
Languages : en
Pages : 42
Book Description
During the origins of FSpaceRPG when universe 1 of FED RPG was being first explored a proposal for a psionic system for use with the game was presented by one of the developers. This is a beta of that original proposal from 1991, which is only a partial system with a number of incomplete parts. GMs can adapt the concept for use with any RPG, or use it with FED RPG, or retrofit FSpaceRPG with the concepts from this. The introduction in this guide also includes an outline of the official approach used regarding psionics used in Universe 1.
FSpace Roleplaying Alternative Universes BETA Files
Author: Martin Rait
Publisher: FSpace Publications
ISBN: 1877485756
Category : Games & Activities
Languages : en
Pages : 104
Book Description
This publication is a compilation of early development versions of older development universes and proposals for variant universes. They were individual documents found on FSpace Publications' 1999, March 2000, v2 and v3/2001 CDROMs.It is compilation of the original and development versions of: • Andorian History (universe 2) • House Nexus (universe 2) • Mechs - The Enemy (universe 2) • Planets (universe 2) • Starlist (universe 2) • Stotatl (universe 2 and 3) • Timeline (universe 2) • Aliens (universe 2 and 3) • The Aronhi The 50 Year War (universe 3) • Chloran Conflict (universe 3 and possibly 2) • Empires (universe 3) • History of Conflict with Mech Civilisation (universe 3) • Mech Programming (universe 3) • Mechs - The Enemy (universe 4) • Mech Combat Units (universe 3) • Mobile Gun Platform (universe 3) • Military Forces (universe 3) • Organisations (universe 3) • Planetary Notes (universe 3) • Timeline (universe 3) • Interstellar Empires (universe 4.1) • The Silteran Mystery (universe 4.1) • Sta*Vir’a Notes - Insectoids (universe 4.1) • Stotatl Cultists (universe 4.1) • Vampyres (universe 4.2) • Universe 4.12 • Crossbow construction notes • Fendarena • Uplift Terran Weapons It is also a helpful look into the evolution of product development by a team of indie game developers. It also provides details on slightly different settings a GM may wish to use, or have as a place to visit in the FSpaceLynks framework.
Publisher: FSpace Publications
ISBN: 1877485756
Category : Games & Activities
Languages : en
Pages : 104
Book Description
This publication is a compilation of early development versions of older development universes and proposals for variant universes. They were individual documents found on FSpace Publications' 1999, March 2000, v2 and v3/2001 CDROMs.It is compilation of the original and development versions of: • Andorian History (universe 2) • House Nexus (universe 2) • Mechs - The Enemy (universe 2) • Planets (universe 2) • Starlist (universe 2) • Stotatl (universe 2 and 3) • Timeline (universe 2) • Aliens (universe 2 and 3) • The Aronhi The 50 Year War (universe 3) • Chloran Conflict (universe 3 and possibly 2) • Empires (universe 3) • History of Conflict with Mech Civilisation (universe 3) • Mech Programming (universe 3) • Mechs - The Enemy (universe 4) • Mech Combat Units (universe 3) • Mobile Gun Platform (universe 3) • Military Forces (universe 3) • Organisations (universe 3) • Planetary Notes (universe 3) • Timeline (universe 3) • Interstellar Empires (universe 4.1) • The Silteran Mystery (universe 4.1) • Sta*Vir’a Notes - Insectoids (universe 4.1) • Stotatl Cultists (universe 4.1) • Vampyres (universe 4.2) • Universe 4.12 • Crossbow construction notes • Fendarena • Uplift Terran Weapons It is also a helpful look into the evolution of product development by a team of indie game developers. It also provides details on slightly different settings a GM may wish to use, or have as a place to visit in the FSpaceLynks framework.
FSpace Roleplaying Developer BETA Files
Author: Martin Rait
Publisher: FSpace Publications
ISBN: 1877485748
Category : Games & Activities
Languages : en
Pages : 108
Book Description
This publication is a compilation of early development versions by most of the core development team. They were individual documents found on our 1999, March 2000, v2 and v3/2001 CDROMs.It is compilation of the original and development versions of: • Apgouecan - The Second French Colony • Air Rover AGrav Bus • Anvil Escort-v10 • ARES Development Corporation Tender for British SAS Weapon Procurement January 2170 • British Military Starships • Subterrainian Vehicles - The Practicality of Drillcars • The Drixat • Galactic History and it’s relevance to Gaming • Gary’s Alien Concepts • Issues in Heir to the Throne • Kim’s Concepts -Large Calibre Infantry Weapons • An Embryonic Magic System for Use with FSpace • Mass Combat Considerations • Mech Ground Units • Psionics Rules - a proposed psionic system for FED RPG • Recontuer Merchantman version 1.0 • Suggested Force sizes for Victoria • Alternative Proposal For Skill System • Soft Touch Co-op • Dave’s Survival Notes • Technology Items • Wymax Incorporated It is also a helpful look into the evolution of product development by a team of indie game developers.
Publisher: FSpace Publications
ISBN: 1877485748
Category : Games & Activities
Languages : en
Pages : 108
Book Description
This publication is a compilation of early development versions by most of the core development team. They were individual documents found on our 1999, March 2000, v2 and v3/2001 CDROMs.It is compilation of the original and development versions of: • Apgouecan - The Second French Colony • Air Rover AGrav Bus • Anvil Escort-v10 • ARES Development Corporation Tender for British SAS Weapon Procurement January 2170 • British Military Starships • Subterrainian Vehicles - The Practicality of Drillcars • The Drixat • Galactic History and it’s relevance to Gaming • Gary’s Alien Concepts • Issues in Heir to the Throne • Kim’s Concepts -Large Calibre Infantry Weapons • An Embryonic Magic System for Use with FSpace • Mass Combat Considerations • Mech Ground Units • Psionics Rules - a proposed psionic system for FED RPG • Recontuer Merchantman version 1.0 • Suggested Force sizes for Victoria • Alternative Proposal For Skill System • Soft Touch Co-op • Dave’s Survival Notes • Technology Items • Wymax Incorporated It is also a helpful look into the evolution of product development by a team of indie game developers.
UX02: Mind Games
Author: Reid San Filippo
Publisher: Lulu.com
ISBN: 1365289036
Category : Games & Activities
Languages : en
Pages : 70
Book Description
DCC Rules for Psionics powers and those that use them Within this tome you will find... The Psion - A PC class that harnesses the power of the mind to crush their enemies. A full write up of how Psionics work in Dungeon Crawl Classics, including psionic dueling rules! A comprehensive list of Psionic powers for all levels of play. Over 50 powers in total. New Psionic items, including the powerful and proud psychic Living Crystal Weapons. New Psychic monsters for your players to encounter and be slain by. A Psi-beast Critical Hit chart to inflict upon those hapless PCs A bundle of pure brain pain to add to your campaign. Compatible with nearly any genre or flavor of DCC you play!
Publisher: Lulu.com
ISBN: 1365289036
Category : Games & Activities
Languages : en
Pages : 70
Book Description
DCC Rules for Psionics powers and those that use them Within this tome you will find... The Psion - A PC class that harnesses the power of the mind to crush their enemies. A full write up of how Psionics work in Dungeon Crawl Classics, including psionic dueling rules! A comprehensive list of Psionic powers for all levels of play. Over 50 powers in total. New Psionic items, including the powerful and proud psychic Living Crystal Weapons. New Psychic monsters for your players to encounter and be slain by. A Psi-beast Critical Hit chart to inflict upon those hapless PCs A bundle of pure brain pain to add to your campaign. Compatible with nearly any genre or flavor of DCC you play!
GURPS THAUMATOLOGY
Author: Phil Masters
Publisher: Steve Jackson Games
ISBN: 9781556348099
Category : Games
Languages : en
Pages : 276
Book Description
Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana." Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic." Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.
Publisher: Steve Jackson Games
ISBN: 9781556348099
Category : Games
Languages : en
Pages : 276
Book Description
Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana." Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic." Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.
Kobolds Ate My Baby in Colour
Author: Dan Landis
Publisher: Kobolds Ate My Baby
ISBN: 9781940621012
Category : Fantasy games
Languages : en
Pages : 120
Book Description
Welcome to the world of Kobolds Ate My Baby! a role playing game where you take on the mantle of the most meager and mundane critters in existence - KOBOLDS - in a futile attempt to satisfy the endless appetite of your king , Torg. (All Hail King Torg!) Fresh human baby is his favorite treat but, Kobolds are pretty tasty too so, in a pinch, you'll do nicely. In your quest for food you venture from the relative safety of The Caves into a nearby human town to ransack it for dinner. Explore exotic locations - like the farm! Do battle with deadly foes - like chickens! Steal babies and burn down the town!
Publisher: Kobolds Ate My Baby
ISBN: 9781940621012
Category : Fantasy games
Languages : en
Pages : 120
Book Description
Welcome to the world of Kobolds Ate My Baby! a role playing game where you take on the mantle of the most meager and mundane critters in existence - KOBOLDS - in a futile attempt to satisfy the endless appetite of your king , Torg. (All Hail King Torg!) Fresh human baby is his favorite treat but, Kobolds are pretty tasty too so, in a pinch, you'll do nicely. In your quest for food you venture from the relative safety of The Caves into a nearby human town to ransack it for dinner. Explore exotic locations - like the farm! Do battle with deadly foes - like chickens! Steal babies and burn down the town!
Dangerous Games
Author: Joseph P. Laycock
Publisher: University of California Press
ISBN: 0520284925
Category : Religion
Languages : en
Pages : 364
Book Description
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Publisher: University of California Press
ISBN: 0520284925
Category : Religion
Languages : en
Pages : 364
Book Description
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
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
Lone Wolf
Author: August Hahn
Publisher:
ISBN: 9781904577478
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Readers of the Lone Wolf series were launched into an odyssey spanning 28 game books, 12 novels, and countless related works. The hero for most of that work was Lone Wolf, a Kai Lord and the readers' alternate identity when traveling through the complex and often lethal world of Magnamund. The last survivor of the Kai, it was his self-appointed duty to seek vengeance for the deaths of his brothers and sisters. Through it all, readers of the Lone Wolf game books followed along with every step, every sword blow, and every use of his incredible powers. This book is the definitive guide to the world of Magnamund and the many roleplaying possibilities it provides.. If you can imagine an adventure, it awaits you somewhere on the face (or in the dark caverns) of Magnamund. There is a gazetteer section with maps, images, and detailed descriptions of the many realms that make up Magnamund. Notes on cultures, monsters, and the inevitable dangers of the land will be at your fingertips. The gazetteer will also provide Games Masters with statistics for dozens of terrible beasts and vile henchmen to throw at those foolish enough to oppose the rise of the Darklords What you will not find in these pages are overly complicated or burdensome rules. The combat of Lone Wolf is quick and simple, with greater emphasis placed on the descriptions and action of titanic conflict rather than the dice rolls involved. The real battle should be against the Darklords, not the rules involved to doing so. The basic rules of Lone Wolf are just that- basic. They provide the foundation for all action in Magnamund without getting in the way of the saga that is your campaign.
Publisher:
ISBN: 9781904577478
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Readers of the Lone Wolf series were launched into an odyssey spanning 28 game books, 12 novels, and countless related works. The hero for most of that work was Lone Wolf, a Kai Lord and the readers' alternate identity when traveling through the complex and often lethal world of Magnamund. The last survivor of the Kai, it was his self-appointed duty to seek vengeance for the deaths of his brothers and sisters. Through it all, readers of the Lone Wolf game books followed along with every step, every sword blow, and every use of his incredible powers. This book is the definitive guide to the world of Magnamund and the many roleplaying possibilities it provides.. If you can imagine an adventure, it awaits you somewhere on the face (or in the dark caverns) of Magnamund. There is a gazetteer section with maps, images, and detailed descriptions of the many realms that make up Magnamund. Notes on cultures, monsters, and the inevitable dangers of the land will be at your fingertips. The gazetteer will also provide Games Masters with statistics for dozens of terrible beasts and vile henchmen to throw at those foolish enough to oppose the rise of the Darklords What you will not find in these pages are overly complicated or burdensome rules. The combat of Lone Wolf is quick and simple, with greater emphasis placed on the descriptions and action of titanic conflict rather than the dice rolls involved. The real battle should be against the Darklords, not the rules involved to doing so. The basic rules of Lone Wolf are just that- basic. They provide the foundation for all action in Magnamund without getting in the way of the saga that is your campaign.
BLUEHOLME Prentice Rules
Author: Michael Thomas
Publisher: Lulu.com
ISBN: 138744994X
Category : Games & Activities
Languages : en
Pages : 62
Book Description
Perfect bound edition. BLUEHOLME(TM) Prentice Rules is a table top fantasy roleplaying game that emulates the game play of the original basic rule book, popularly known as the Holmes Edition or simply the Blue Book. The rules in this book allow for characters of 1st to 3rd levels, and include everything the referee could possibly need to create and run a campaign in the Underworld: monsters, magic, treasure, and ... well, what more do you need?
Publisher: Lulu.com
ISBN: 138744994X
Category : Games & Activities
Languages : en
Pages : 62
Book Description
Perfect bound edition. BLUEHOLME(TM) Prentice Rules is a table top fantasy roleplaying game that emulates the game play of the original basic rule book, popularly known as the Holmes Edition or simply the Blue Book. The rules in this book allow for characters of 1st to 3rd levels, and include everything the referee could possibly need to create and run a campaign in the Underworld: monsters, magic, treasure, and ... well, what more do you need?