|
Scarn RPG
|
| RPG games and MMORPG |
- THE SEVEN EVIL SPIRITS
The Seven are a very ancient belief, and probably one of the inspirations for the Seven Deadly Sins. The following is from an Assyrian stone tablet. While this is obviously more about Spirits than Ghosts (as players of the World of Darkness would define them), I’m still using it for the novel Seven Skulls for [...]
- Cutty Sark
I’ve been doing some research for my next novel, Seven Skulls for Cathrine. and came across this posting on the witch Cutty Sark on the DapperCadaver.com blog site.
From Tam O’Shanter
Inspiring bold John Barleycorn!
What dangers thou canst make us scorn!
Wi’ tippenny, [ale] we fear nae evil;
Wi’ usquabae, [whiskey] we’ll face the devil!
The swats sae ream’d [...]
- A possible origin story for the Geist
This is the start of an Origin story for the Geist, the ghost in the shell of the Sin-Eaters.
I was waiting for White Wolf to get back to me, but something became clear as I continued to work on this, and the other areas I’ve read in the World of Darkness… absolute origin stories are [...]
- Final Fantasy still rocks…
These guys still rock, and they keep getting better. This is seriously gorgeous as well.
- Geist Theme Wallpaper
The artist calls this “Gentle Touch of Death” … it is probably the best Geist theme in an image that I’ve seen so far. If you have seen similar or.. better? I sure would like the link.
Love your Geist, and she will… well.. she’s a geist so let’s not push it too far.. seriously.
|
Hot RPG Games
|
DriveThruRPG.com Hottest Items
|
| The Largest RPG Download Store! |
- Debris from the Fallen Races
Publisher: White Wolf When you fall, you leave debris.
During the production of The Scroll of Fallen Races, quite a bit of material had to be cut. Now we've compiled that missing information for your Exalted series.
A PDF-Exclusive Series Book for Exalted
Debris of the Fallen Races contains:
* Five martial art styles for Dragon Kings
* Chaos Pattern Charms
* Statistics for subterranean creatures
- Manual of Exalted Power: The Alchemicals
Publisher: White Wolf Designed by the Great Maker Autochthon before the Primordial War, the Alchemical templates inspired the Exalts fielded by the Incarnae against their creators. Yet, during that war, Autochthon heard the Great Curse directed by his slain Primordial brethren. As the First Age progressed, he watched as that Curse twisted the minds of the Exalted. Knowing it was only a matter of time before the Solars and rsquo; growing paranoia was directed at him, the King of All Craftsman gathered thousands of worshipers inside himself and fled to Elsewhere. Within his very body, these mortals built a highly advanced civilization, and to preserve it, Autochthon finally built his prototype Champions. Ever since, the artificial Chosen of the Machine God have kept the Eight Nations safe.
But as the long-dormant Autochthon and rsquo;s health deteriorates, the threats the Alchemicals face grow ever greater. Can these Exalted save their world-god, or has Autochthon and rsquo;s flight to Elsewhere only ensured his demise?
A character sourcebook for Exalted and reg; featuring:
and bull; Everything players and Storytellers need to generate Alchemical Exalted characters, including their Charms
and bull; Details of the Great Maker and rsquo;s servants: the gods, elementals and automata of Autochthonia
and bull; Rules for Autochthonian magitech and Alchemical protocols
- Brass, Blood and Steam
Publisher: UKG Publishing As we begin a new century, many of us are looking back to a period that ended as the last century began. Viewed through goggles of brass and leather, the Victorian period can look like a lost golden age - a time of excitement and adventure, opportunity and possibility. Writers, artists, film-makers (and gamers) have all revisited the speculative fiction of that period, mining it for ideas.
Steampunk writers and artists have taken the worlds of Jules Verne, H.G. Wells and Edgar Rice Burroughs (among others) and created new works based on the tropes and themes that these authors used, but viewed through modern eyes.
Based on the FATE system (www.faterpg.com). This supplement contains additional rules to tailor the game to the steampunk genre.
As well as the rules, this book also contains a history of the steampunk genre of fiction, the early science fiction works that inspired them and an exploration of their influence on today's society. This genre is about looking as honestly as possible at one of the most important periods in the history of our species. Hopefully, this will help you, the GM, to create worlds that celebrate the best aspects of our Victorian ancestors while not shying away from the worst.
If you don't want to use this game, the information will be useful for any tabletop campaign.
Please note: some artwork depicts partial nudity, if you are offended by this do not buy this product.
- RuneQuest II
Publisher: Mongoose Mongoose stirred the roleplaying community when, in 2006, it announced the return of RuneQuest - one of the most loved and respected game systems of all time. That new edition introduced several changes to the basic system and brought RuneQuest to a new and wider community of gamers.
Mongoose is now delighted to announce the release of RuneQuest II. This new edition of the classic game has taken just about every aspect of the first edition, scrutinised it, revised it, and restructured it to bring RuneQuest aficionados and new players alike the very best incarnation of the classic games engine. RuneQuest fans will not be dissappointed in the attention lavished on the new game. In particular they can expect:
A streamlined and revised character creation system, with greater emphasis on character background, but also significant changes that influence a character's starting skills and abilities and the speed with which adventurers develop, improve and progress. Particular attention has been paid to training and skill improvement, but you will also find that the structure and range of skills is greatly enhanced, meaning that new RuneQuest adventurers begin with a greater degree of competence across the board.
Combat - perhaps the most controversial aspect of the first edition of the game - has been almost completely retooled. Although all the familiar concepts remain (Combat Actions, Strike Rank and so forth), the combat process is based on simple rolls, does not rely on any resolution matrix, and introduces special Combat Manoeuvres simulating the cut and thrust of real combat whilst offering a truly epic, cinematic edge. Combat is faster than before an perhaps more deadly, but every RuneQuest character will find a greater range of tactical options and combat effects that create a satisfying, exciting, combat flow.
Magic, too, has undergone radical redefinition. Common Magic, available to all, replaces Rune Magic; Divine Magic establishes and emphasises the need for, and importance of, a relationship with a god; Sorcery, the most complex of the magic systems, has been considerably streamlined to reflect the nature of the sorcerer and the immense power a cunning sorcery practitioner can command. Spirit Magic has been completely rebuilt, truly focusing on the nature of the spirit world and how the shaman interacts with it: spirit magic is intuitive and dynamic in its approach. Fundamentally though, the importance and nature of the runes - the heart of RuneQuest - are explained and linked through each magic system without ever dominating one particular magical type
Cults, another crucial facet of RuneQuest, have been redesigned and extended in scope. The nature of the relationship with the cult is at the heart of the cult rules, with the most devout gaining the greatest rewards. Cults are more than just places to gain spells and cheap training; their mythical significance, and relationship to myth, runs through the cult structure, driving and shaping the way its members behave.
Elsewhere, RuneQuest II tweaks and brings subtle changes to other aspects of the core system. The presentation of the game rules has been restructured to make it easier for Games Masters and players to find what they need, when they need it. The system is designed with clarity and ease of use in mind. Some - many - rules have needed little or no alteration. Others are common sense tweaks to assist both game balance and maximising game fun, whilst retaining the 'realism' for which RuneQuest is renown.
Great pains have been taken to ensure full backwards compatibility. Although RuneQuest II changes many things, its core and heart remains the same. With a little conversion work Games Masters will be able to easily adapt their first edition characters and settings to the new and, in just about every case, adventurers will improve as a result of conversion. All first edition books and expansions remain compatible with RuneQuest II and, indeed, material presented in first edition expansions has become the foundation for the new game.
So, it is with great pride that we bring you RuneQuest II; a new take on a classic system, assembled by designers and writers who have more than 50 years of RuneQuest experience between them.
and nbsp;
- Thousand Correct Actions
Publisher: White Wolf This abridged version of The Thousand Correct Actions of the Upright Soldier contains wisdom sufficient for the enlisted or conscripted mortal soldier, distilling the Five Elemental Wisdoms of the martial era in which it was originally recorded. It is the responsibility of every soldier who owns one to study his Thousand Correct Actions daily. Copies of the Thousand Correct Actions that are issued to soldiers are not annotated except by the soldiers themselves. Copies of the texts printed for civilian readers, however, often include such annotations to explain nuances of translation or obscure minutia regarding military life for which the civilian likely has no frame of reference.
This PDF exclusive product for Exalted contains:
- The text of the Thousand Correct Action to use as quotations or military advice in your Exalted chronicle
- New Charms for Dragon-Blooded characters
- Revisions and updates of original Dragon-Blooded Charms
- Scroll of Exalts
Publisher: White Wolf The Chosen of the Incarnae, the Dragons, the Neverborn, the Yozis and the Great Maker all strive to chart the course of Creation. In their attempts, these Exalted heroes often come into conflict or alliance. Found within are examples of all seven types of Exalt, ranging from the ancient Sidereal Chejop Kejak to the young Dragon-Blood Cathak Meladus and all ages (and power levels) in between. Some aim to destroy the world, while others strive to save it, but regardless of motive, the movers and shakers and the up and comers alike are bound to come into contact with your characters.
Whether as friend or foe is up to you to determine.
A character sourcebook for Exalted featuring:
and bull; Write-ups for many of the game and rsquo;s most renowned Exalts, many of whom have never been statted.
and bull; More than 70 ready-made allies and antagonists for players and Storytellers alike.
and bull; Unique Charms and items.
- Splinters of the Wyld
Publisher: White Wolf Sometimes writers write too much.
The Compass of Terrestrial Directions, Vol. II and mdash;The Wyld offers many locations, people and creatures for Exalted games, but the writers produced quite a bit more than we expected. It seemed a shame just to throw the excess material away, though. Then, over time, other books ended up with little scraps and fragments of Wyld lore, and those seemed too cool to leave in the oblivion of a computer trash bin. Before we knew it, we had a lot of pieces with no home, so we decided to stitch them together into a crazy quilt of additional game pieces for your Exalted series.
The result is Splinters of the Wyld, additional glimpses of the madness waiting at Creation and rsquo;s rim.
A PDF-Exclusive Series Book for Exalted
Splinters of the Wyld contains:
* New locations for the Northern, Western, Southern and Eastern Wyld
* More Mutations and Deragements
* More creatures and characters
- Tome of Mysteries
Publisher: Fantasy Flight Games Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Mysteries provides a brief history of magic in the Empire, and describes the Colleges of Magic, which and nbsp;oversee the training and application of arcane magic. This book provides additional game rules and mechanics for and nbsp;arcane spellcasters, as well as useful information for players who want to play a wizard character.
This book is not a complete game. and nbsp;It relies on components found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
and nbsp;
- Tome of Blessings
Publisher: Fantasy Flight Games and nbsp;
Warhammer Fantasy Roleplay and nbsp;is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Blessings provides a brief history of religion in the Empire, and describes the major faiths practised in and nbsp;the setting. This book provides additional game rules and mechanics for invoking divine blessings, as well as useful and nbsp;information for players who want to play a priest or religious character. and nbsp;
This book is not a complete game. and nbsp;It relies on components found in the Warhammer Fantasy Roleplay Core Set (WHF01).
and nbsp;
and nbsp;
- Tome of Adventure
Publisher: Fantasy Flight Games Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Adventure contains additional rules and information for the player who will be running the Warhammer Fantasy Roleplay sessions as the GM. It includes suggestions and guidelines on managing long-term campaigns,handling character development, and creating adventures. The book also contains background and statistics for a and nbsp;variety of enemies to pit the players and rsquo; heroes against. The Tome of Adventure also features a complete introductory and nbsp;adventure, An Eye for an Eye, found at the end of this book.
This book is not a complete game. and nbsp;It relies on components and rules found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
and nbsp;
|
 Copyright White Wolf Publishing, Inc.
|