Author: Jeff Richard
Publisher: Heroquest
ISBN: 9781943223015
Category : Games & Activities
Languages : en
Pages : 256
Book Description
Game Rulebook
HEROQUEST GLORANTHA
Author: Jeff Richard
Publisher: Heroquest
ISBN: 9781943223015
Category : Games & Activities
Languages : en
Pages : 256
Book Description
Game Rulebook
Publisher: Heroquest
ISBN: 9781943223015
Category : Games & Activities
Languages : en
Pages : 256
Book Description
Game Rulebook
Runequest: Roleplaying in Glorantha
Author: Greg Stafford
Publisher: Chaosium
ISBN: 9781568825021
Category : Games & Activities
Languages : en
Pages : 445
Book Description
Core Rulebook
Publisher: Chaosium
ISBN: 9781568825021
Category : Games & Activities
Languages : en
Pages : 445
Book Description
Core Rulebook
Glorantha Sourcebook
Author: Greg Stafford
Publisher: Chaosium
ISBN: 9781568825014
Category : Games & Activities
Languages : en
Pages :
Book Description
Gloranthan History, Myths, and Culture source book for RPGs.
Publisher: Chaosium
ISBN: 9781568825014
Category : Games & Activities
Languages : en
Pages :
Book Description
Gloranthan History, Myths, and Culture source book for RPGs.
Champions Now
Author: Ron Edwards
Publisher:
ISBN: 9781583660010
Category :
Languages : en
Pages :
Book Description
Hero Games is proud to present Champions Now, to be created by pioneering game designer Ron Edwards, author of Sorcerer and co-founder of The Forge. Ron will revisit the original three editions of first-generation Champions (1981 to 1988), recovering the power of this foundational era of superhero roleplaying.
Publisher:
ISBN: 9781583660010
Category :
Languages : en
Pages :
Book Description
Hero Games is proud to present Champions Now, to be created by pioneering game designer Ron Edwards, author of Sorcerer and co-founder of The Forge. Ron will revisit the original three editions of first-generation Champions (1981 to 1988), recovering the power of this foundational era of superhero roleplaying.
Red Book of Magic
Author: Chaosium
Publisher: Chaosium
ISBN: 9781568825236
Category : Games & Activities
Languages : en
Pages : 128
Book Description
RuneQuest Core book
Publisher: Chaosium
ISBN: 9781568825236
Category : Games & Activities
Languages : en
Pages : 128
Book Description
RuneQuest Core book
Pulp Cthulhu
Author: Mike Mason
Publisher: Call of Cthulhu Roleplaying
ISBN: 9781568820910
Category : Games & Activities
Languages : en
Pages : 270
Book Description
Call of Cthulhu RPG 1930s
Publisher: Call of Cthulhu Roleplaying
ISBN: 9781568820910
Category : Games & Activities
Languages : en
Pages : 270
Book Description
Call of Cthulhu RPG 1930s
Prince Valiant
Author: Greg Stafford
Publisher:
ISBN:
Category : Juvenile Nonfiction
Languages : en
Pages : 130
Book Description
PRINCE VALIANT: THE STORYTELLING GAME is an exciting multi-player game in which you act out the part of a character in the lawless, romantic medieval world of King Arthur and Prince Valiant.
Publisher:
ISBN:
Category : Juvenile Nonfiction
Languages : en
Pages : 130
Book Description
PRINCE VALIANT: THE STORYTELLING GAME is an exciting multi-player game in which you act out the part of a character in the lawless, romantic medieval world of King Arthur and Prince Valiant.
Advanced Sorcery
Author: Richard Watts
Publisher: Chaosium
ISBN: 9781568823690
Category :
Languages : en
Pages : 128
Book Description
Demons, Necromancy & High-Level Magic The worlds of fantasy are vast and diverse. Whether steeped in philosophy and existentialism, or action and carnage, the one commonality to all tales of fantasy is the influence of the supernatural on the natural world. Mages, wizards and sorcerers force the world to bend to their will. They grab the the fundamental essence of the universe and force it to do their bidding. Advanced Sorcery adds new options to players of the Magic World game, as well as other Basic Roleplaying-based roleplaying games. The magic systems in this book may be used alongside the Sorcery rules from Magic World , or replace them. As with all rules additions, the Chronicler and players are the final arbiters of the need for new material. If you do add these new systems to an existing campaign world, consider how they can be introduced. Perhaps different cultures in your world are the lorekeepers of individual magic systems. Possibly a great network of mages share these secrets amongst themselves. But in the end, remember that it's magic; it requires logic as a roaring fire needs dousing with water: not at all. Within this book are seven chapters: Advanced Sorcery: over two dozen new powerful sorcery spells to add to your sorceror's repertoire. Deep Magic: Mages learn to pull and re-weave the threads that form the web of reality, rather than learning magic by rote and formula. The Summoner's Art: Expands the rules for summoning demons and elementals. Glyphs: Magical symbols which can be used for intricate and devastating effects. Necromancy: Whether to cheat or enslave death, necromancers are among the most foul magicians ever known. Arete: A mystical system of power for characters of vast skill potential. Now, when your character achieves 100+ in skills such as Navigate, Art, etc., great things may be accomplished. Herbalism: Details simple and natural concoctions of herbs which can heal, harm or entrance the imbiber.
Publisher: Chaosium
ISBN: 9781568823690
Category :
Languages : en
Pages : 128
Book Description
Demons, Necromancy & High-Level Magic The worlds of fantasy are vast and diverse. Whether steeped in philosophy and existentialism, or action and carnage, the one commonality to all tales of fantasy is the influence of the supernatural on the natural world. Mages, wizards and sorcerers force the world to bend to their will. They grab the the fundamental essence of the universe and force it to do their bidding. Advanced Sorcery adds new options to players of the Magic World game, as well as other Basic Roleplaying-based roleplaying games. The magic systems in this book may be used alongside the Sorcery rules from Magic World , or replace them. As with all rules additions, the Chronicler and players are the final arbiters of the need for new material. If you do add these new systems to an existing campaign world, consider how they can be introduced. Perhaps different cultures in your world are the lorekeepers of individual magic systems. Possibly a great network of mages share these secrets amongst themselves. But in the end, remember that it's magic; it requires logic as a roaring fire needs dousing with water: not at all. Within this book are seven chapters: Advanced Sorcery: over two dozen new powerful sorcery spells to add to your sorceror's repertoire. Deep Magic: Mages learn to pull and re-weave the threads that form the web of reality, rather than learning magic by rote and formula. The Summoner's Art: Expands the rules for summoning demons and elementals. Glyphs: Magical symbols which can be used for intricate and devastating effects. Necromancy: Whether to cheat or enslave death, necromancers are among the most foul magicians ever known. Arete: A mystical system of power for characters of vast skill potential. Now, when your character achieves 100+ in skills such as Navigate, Art, etc., great things may be accomplished. Herbalism: Details simple and natural concoctions of herbs which can heal, harm or entrance the imbiber.
Heroquest Core Rules
Author: Robin D. Laws
Publisher:
ISBN: 9780857441034
Category : Games
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780857441034
Category : Games
Languages : en
Pages :
Book Description
Spheres of Power
Author: Adam Meyers
Publisher:
ISBN: 9780996342605
Category :
Languages : en
Pages :
Book Description
An alternate magic system for the Pathfinder Roll Playing Game
Publisher:
ISBN: 9780996342605
Category :
Languages : en
Pages :
Book Description
An alternate magic system for the Pathfinder Roll Playing Game